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We have been very interested in the ideas presented in the paper “Incremental Potential Contact: Intersection- and Inversion-free Large Deformation Dynamics” Minchen Li et al. Since Pies for Maya is a non-realtime simulation system, it is reasonable to expect large forces and complicated contacts to work robustly. Unfortunately, the current implementation still has limits under large deformations or large forces, for example when tetrahedrons are compressed into a plane. We expect that implementing and integrating IPC into our framework will turn Pies for Maya into a truly robust elastic simulation framework that may be competitively useful in the real world. The only challenges we foresee in such an integration (other than time) is whether we can achieve expected semi-interactive performance in large simulations - at least enough for animators to have acceptable iterations times when setting up a physical scene.
The text was updated successfully, but these errors were encountered:
We have been very interested in the ideas presented in the paper “Incremental Potential Contact: Intersection- and Inversion-free Large Deformation Dynamics” Minchen Li et al. Since Pies for Maya is a non-realtime simulation system, it is reasonable to expect large forces and complicated contacts to work robustly. Unfortunately, the current implementation still has limits under large deformations or large forces, for example when tetrahedrons are compressed into a plane. We expect that implementing and integrating IPC into our framework will turn Pies for Maya into a truly robust elastic simulation framework that may be competitively useful in the real world. The only challenges we foresee in such an integration (other than time) is whether we can achieve expected semi-interactive performance in large simulations - at least enough for animators to have acceptable iterations times when setting up a physical scene.
The text was updated successfully, but these errors were encountered: