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#xpbd#positionbaseddynamics#softbodysimulation

10 - Simple and unbreakable simulation of soft bodies

Ten Minute Physics

42K subscribers • 1 video on Hallway

YouTube
  • Recommended by 2 people: 2 in engineering communities.
  • Presented by Matthias Müller, physics simulation researcher

Intermediate. Assumes working knowledge.

27K views4 years ago2 recommendations

Graphics and audioGame developmentGame programmingAlgorithms

Matthias Müller demonstrates how to simulate soft bodies using an unconditionally stable, discrete position-based dynamics model.

For the source html code and all other tutorials see matthias-research.github.io/pages/tenMinutePhysics/index.htm… In this tutorial I show how to simulate soft bodies with in an unconditionally stable and simple way. Using a discrete rather than a continuous model and a local instead of a global solver removes almost all difficulties of traditional methods and yields a simple, short and fast algorithm. I recommend to watch tutorial 9 first.

Why it's here

2 people recommend this

What people say. Recommended for learning Position Based Dynamics (XPBD) and implementing soft-body or cloth simulations.

u/matigekunstin r/GraphicsProgramming • Recommends

XPBD on the GPU I'm trying to write a soft-body simulation using XPBD on the GPU using shaders. I came across this video: [video by one of the authors. So far I've only implemented the edge constraint/spring forces and no volumetric constraints. I'm running into an issue with substepping on the GPU. In the video they loop over all vertices within a substep in a sequential fashion updating the position of a vertex and the position of its connected neighbours. Here-in lies the issue for me: multiple threads are accessing the same position buffer. Does anyone know how to solve this? Here is my code. Anything prefaced by i, e.g. iP\id\, is an incoming buffer and anything without an i, e.…

u/Ashamed_Tumbleweed28in r/GraphicsProgramming • Recommends

On “Getting started with Position Based Dynamics for cloth simulation and OpenGL”

…s stiffness k. I can look at the timestep, calculate the k value that comes from the simulation, and then calculate a new k - value so that the combination of the two (alpha = 1/k) is correct. watch this at 8:50 to see how soft that rabbit is when larger forces gets applied. My using a smaller timestep, you can have a very stiff rabbit as well [video…