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Got SDF collision mesh generation (via marching cubes) working with Jolt Physics! The collision mesh is regenerated when the SDF scene changes. Individual SDF primitives can be made "dynamic", which adds them as physics objects. 1/

10,942 次观看 • 1 年前 •via X (Twitter)

11 条评论

Mike Turitzin 的头像
Mike Turitzin1 年前

You can see the collision mesh later in the video. It's much lower res than the resolution used for rendering (and rendering is done via ray-marching a 3D texture rather than triangle meshing). 2/

Mike Turitzin 的头像
Mike Turitzin1 年前

The video covers it up pretty well, but I'm actually just generating a single collision mesh "chunk" right now - so the obvious next step is to chunkify the whole world and add/remove chunks as the camera moves around. It's cool to see things more interactive! /end

Elise Oyin 的头像
Elise Oyin1 年前

All in Christ Jesus for all ages, every efs each using sap on eaic decree with their living spirits, souls, faiths, wills, efs plead the Blood of Jesus Christ of Nazareth pbz to destroy all stopping the true form of Elise Oyinkromeineifa's pregnancy from being in Yahweh's name

Makan Ansari 的头像
Makan Ansari1 年前

This is so impressive! Editing SDF with Physics in real time!

Yeltan 的头像
Yeltan1 年前

that's so cool, but how do you have sdf objects use this collision mesh while maintaining good performance? if i were to wanna make something with sdf physics, are there resources you'd recommend?

Mike Turitzin 的头像
Mike Turitzin1 年前

The main cost is regenerating the collision mesh when the (static) SDF scene changes. I think I can get that fast enough, though, as the collision mesh resolution doesn't need to be very high. I'm using Jolt physics and feeding it triangle meshes:

Breakaway 的头像
Breakaway1 年前

Nice mesh construction. I'm curious though, isn't it more performant and less hassle to use the SDF as the collision object directly?

Mike Turitzin 的头像
Mike Turitzin1 年前

Maybe, but I'm not aware of straightforward ways to do this for arbitrary SDFs. A big complicating factor is that smooth blends (as well as subtractions) make the distance field a bound rather than exact, which means it becomes a lot harder to compute overlaps.

Leo Benaducci 的头像
Leo Benaducci1 年前

Did you try Surface Nets? I believe they are faster to generate but also have lower quality

alxo 的头像
alxo1 年前

what is the compute cost? nice job!

Scott Richmond 的头像
Scott Richmond1 年前

Very cool stuff mate! I wish this kind of work was more readily available to developers to create more interactive worlds. Is this something you're planning to release in some form or another?

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