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Hi, do you think this SDK could be applied in physically-based simulation to detect collisions between two deformable objects (aka softbodies)? More specifically:
To intersect simple spheres instead of rays vs triangles wrapped in AABB tree
To intersect one AABB vs another AABB
Can the AABB tree of a deformable mesh be efficiently refitted on the GPU every frame (it does not have to be fully/partially rebuilt, just a bottom-up propagation of bounds size change)
Thanks!
The text was updated successfully, but these errors were encountered:
Hi, sorry for the delay in reply. Currently 1 and 2 are not supported in current API of the library. 3 is supported with update operation of geometry. All update operations are performed on GPU as well as intersect queries.
Thank you for your reply. I guess adding 1. (i.e. sphere-triangle check or rather calculations of closest distance from a point to a triangle) to the API would not be much work and could result in some very interesting applications outside graphics (e.g. my field is surgical simulation). Thanks!
Hi, do you think this SDK could be applied in physically-based simulation to detect collisions between two deformable objects (aka softbodies)? More specifically:
Thanks!
The text was updated successfully, but these errors were encountered: