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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Gallery

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.

Real-time hyper elasticity dynamics

Our GPU implementation of the eXtended Position Based Dynamics (XPBD) algorithm simulates a ~324k element FEM elastic mesh interactively with contact.

A 162k element armadillo mesh is dropped on top of another duplicate, but fixed, armadillo mesh on the bottom.

Inter-penetration free elastodynamic contact

Combining pbatoolkit's FEM+elasticity features and the IPC Toolkit results in guaranteed inter-penetration free contact dynamics between deformable bodies.

A stack of bending beams fall on top of each other, simulated via Incremental Potential Contact (IPC).

Modal analysis

The hyper elastic beam's representative deformation modes, i.e. its low frequency eigen vectors, are animated as time continuous signals.

Unconstrained hyper elastic beam's eigen frequencies

GPU broad phase collision detection

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.

Broad phase collision detection on the GPU between 2 moving tetrahedral meshes

Harmonic interpolation

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.

Harmonic interpolation on Entei model using linear shape functions Harmonic interpolation on Entei model using quadratic shape functions

Heat method for geodesic distance computation

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.

Heat source on top center of metagross model Reconstructed single source geodesic distance

Mesh smoothing via diffusion

Fine details of Godzilla's skin are smoothed out by diffusing x,y,z coordinates in time.

Godzilla model with fine details being smoothed out via diffusion

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