Sup Chrono,
I’m writing an open-source simulation library dealing with multibody, evolve-over-time scenes - basically Project Chrono but with a twist: I’m using voxels mapped from SDFs. Throughout my research I’ve found that (theoretically) using voxels for FEA simulation is an order of magnitude (10x) faster than meshes with similar precision. Same goes for SDFs. Both are much faster in fluid sims too. Using adaptive upvoxelization I think I’ll solve the problem of voxels having problems with contact. I need the speed because I’m using it for a machine learning app, so, ideally, a single good GPU (80 gb memory) should be able to run hundreds, or even thousands of the simulations in parallel. So… You might notice things that I don’t - I’m a mecheng, and I’ve never dealt with the computational part. SDFs for collision detect and voxels for bending and all the physics - is this crazy? Thanks everyone, Maksym Riabov -- You received this message because you are subscribed to the Google Groups "ProjectChrono" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. To view this discussion on the web visit https://groups.google.com/d/msgid/projectchrono/85fd7ef2-127b-4095-96ac-51750840e6f1n%40googlegroups.com.
