PhysicsBasedAnimationToolkit 0.0.10
Cross-platform C++20 library of algorithms and data structures commonly used in computer graphics research on physically-based simulation.
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Below, we show a few examples of what can be done in just a few lines of code using pbatoolkit
and Python. Code can be found here.
Our GPU implementation of the eXtended Position Based Dynamics (XPBD) algorithm simulates a ~324k element FEM elastic mesh interactively with contact.
Combining pbatoolkit
's FEM+elasticity features and the IPC Toolkit
results in guaranteed inter-penetration free contact dynamics between deformable bodies.
The hyper elastic beam's representative deformation modes, i.e. its low frequency eigen vectors, are animated as time continuous signals.
Real-time collision detection between 2 large scale meshes (~324k tetrahedra) is accelerated by highly parallel implementations of the sweep and prune algorithm, or linear bounding volume hierarchies.
A smooth (harmonic) function is constructed on Entei, required to evaluate to 1
on its paws, and 0
at the top of its tail, using piece-wise linear (left) and quadratic (right) shape functions. Its isolines are displayed as black curves.
Approximate geodesic distances are computed from the top center vertex of Metagross by diffusing heat from it (left), and recovering a function whose gradient matches the normalized heat's negative gradient. Its isolines are displayed as black curves.
Fine details of Godzilla's skin are smoothed out by diffusing x,y,z
coordinates in time.