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

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