Hello, I found an interesting page on Computer Graphic recently (http://www2.cs.kuleuven.be/~graphics/index.php/publications) and may attention was caught by this work: http://www2.cs.kuleuven.be/~graphics/publications/LenaertsPhD/
It present a unified method based on SPH for simulating everything: - fluids: water/fire/smoke (multiphases) - cloth - rigid body (with elastic and plastic deformation, melting, breaking, ...) - soft body - porous body - thin shell ... and their interaction mixed all together. I think it is pretty similar to the new particles simulation of max and maya. Anyhow it is a really interesting read and once I started I couldn't stop reading it till the end. It sums up pretty much every part of the simulation process, including the base mathematics and the surface reconstruction. It has a lot of nice graphs explaining all the operation and is really didactic. Further he explains that it is straight forward to modify an SPH implementation to obtain this unified architecture. A downside I guess is that the number of total particles will increase because collision object are simulated as particles too so the simulation time increase. Real-time simulation being still possible with GPU implementation. Also Blender is in the bibliography :) I hope it will interest somebody here and if it is not ok to post this kind of stuff here tell me and I will never do it again. Xavier _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
