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Assistant professor in CS at @UWaterloo, doing computer graphics, scientific computing, and physical simulation. See also https://t.co/cO0qrbghvx
Although high performance computing simulations of physics related problems do exist, these are not real-time and do not model the real-time intricate interactions of rigid bodies for visual effect common in video games (favouring accuracy over real-time). Our contribution is the ability to maintain a scalable simulation by allowing object interaction across section boundaries using predictive migration techniques. We allow each object to project an aura that is used to determine object migration across servers to ensure seamless physics interactions between objects. Our approach allows player interaction at any point in real-time (influencing the simulation) in the same manner as any video game.
We propose a novel penalty force to enforce contacts with accurate Coulomb friction. The force is compatible with fully-implicit time integration and the use of optimization-based integration
Damping is an important ingredient in physics-based simulation of deformable objects. Recent work introduced new fast simulation methods such as Position Based Dynamics and Projective Dynamics
Peridynamics is a formulation of the classical elastic theory that is targeted at simulating deformable objects with discon- tinuities, especially fractures. Till now, there are few studies that have been focused on how to model general hyperelastic materials with peridynamics