@Chavtheworld Thanks. The weirdness is due to numerical instability and self-interpenetration. The former can be mitigated with smaller timesteps (though, this video is somewhat old; my codebase is evolving beyond Eulerian integration). The latter is a hard problem in general. There are quite a few papers out there for how to fix this. I invented a method, which I call voxel projection, to attempt to deal with it.
This particular demo has 1600 vertices (40 squared), but the theoretical maximum size is much higher (like 4096 squared), as the implementation uses off-screen framebuffer objects. Note that to render triangle strips, more vertices must be rendered.
Really impressive, looks a bit weird at times but still impressive!
Chavtheworld 5 months ago
@Chavtheworld Thanks. The weirdness is due to numerical instability and self-interpenetration. The former can be mitigated with smaller timesteps (though, this video is somewhat old; my codebase is evolving beyond Eulerian integration). The latter is a hard problem in general. There are quite a few papers out there for how to fix this. I invented a method, which I call voxel projection, to attempt to deal with it.
GeometrianGL 5 months ago
Wow; this is amazing, especially the fact that it runs so fast on an 8400 GS.
SethiXzon 8 months ago
.......do you ever go anywhere? at ALL?
FrannieFromOregon 2 years ago
Evidently, I've never been to visit Oregon.
GeometrianGL 2 years ago
This particular demo has 1600 vertices (40 squared), but the theoretical maximum size is much higher (like 4096 squared), as the implementation uses off-screen framebuffer objects. Note that to render triangle strips, more vertices must be rendered.
GeometrianGL 2 years ago
Awsome! how many verts is the cloth itself?
MDMstudio 2 years ago