Blender Git Loki

Blender Git "temp_constraint_volume" branch commits.

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September 1, 2014, 15:46 (GMT)
Partial response force for hair collisions.

This implements a penalty force as well as a repulsion force to avoid
further penetration, as suggested in
"Simulating Complex Hair with Robust Collision Handling"
(http://graphics.snu.ac.kr/publications/2005-choe-HairSim/Choe_2005_SCA.pdf)

Friction forces are still missing. More problematic is handling of
moving colliders, when face swap places with the hair vertex and a
collision is missed, putting the vertex inside the mesh volume. Larger
margins might help, but ultimately using Bullet collision detection is
probably more reliable and failsafe.
September 1, 2014, 13:51 (GMT)
Merge branch 'master' into terrible_consequencer
August 30, 2014, 15:54 (GMT)
Debug drawing for simulations, to aid in visualizing abstract data such
as forces, velocities, contact points etc.

This uses a hash table to store debug elements (dots, lines, vectors at
this point). The hash table allows continuous display of elements that
are generated only in certain time steps, e.g. contact points, while
avoiding massive memory allocation. In any case, this system is really
a development feature, but very helpful in finding issues with the
internal solver data.
August 30, 2014, 13:23 (GMT)
Some initial collision code, without actual response forces still.

This is still using the old BVH tree collision methods to generate
contact points, similar to what cloth does. This should be replaced
by a Bullet collision check, but generating contacts in this way is
easier for now, and lets us test responses and stability (although in
more complex collision cases the BVH method fails utterly, beside being
terribly inefficient with many colliders).
August 29, 2014, 15:06 (GMT)
Merge branch 'master' into hair_immediate_fixes
August 28, 2014, 12:55 (GMT)
Implemented internal hair pressure to prevent hair from collapsing in
on itself.

This uses the same voxel structure as the hair smoothing algorithm.
A slightly different method was suggested in the original paper
(Volumetric Methods for Simulation and Rendering of Hair), but this is
based on directing hair based on a target density, which is another
way of implementing global goals. Our own approach is to define a
pressure threshold above which the hair is repelled in the density
gradient direction to simulate internal pressure from collisions.
August 27, 2014, 16:12 (GMT)
Fixed hair velocity smoothing.

This is an important hair interaction feature that simulates friction
between hairs in an efficient way. The method is based on the paper
"Volumetric Methods for Simulation and Rendering of Hair"
( http://graphics.pixar.com/library/Hair/paper.pdf )

It was partially implemented already, but didn't work in this simplified
version. The same voxel structure can be used for implemeting repelling
forces on hair based on density, which can help a hair system maintain
volume instead of collapsing in on itself.
August 27, 2014, 12:11 (GMT)
Support for various data properties of the hair grid in the voxel
texture.
August 27, 2014, 10:33 (GMT)
New voxel texture mode "Hair", for displaying the internal hair volume
structure as a texture.

This is mostly a debugging feature that may be removed again later.
August 27, 2014, 10:33 (GMT)
Fixed voxel grid initialization from hair points and colliders by using
the suggested tent function from the original paper.

Plain float->int conversion for the grid location otherwise leads to
skewed data and unnecessary loss of information.
August 27, 2014, 10:33 (GMT)
Code cleanup: Use a variable-sized array for the hair volume velocity
smoothing and collision code, split into multiple functions.
August 15, 2014, 14:58 (GMT)
Add simple code to add (ctrl-P) and display parents. (WIP)

This is not a serious attempt though and possibly a good solution should
go through a dependency graph. Also there are some crashes on undo.
August 13, 2014, 18:48 (GMT)
Merge branch 'master' into terrible_consequencer
August 5, 2014, 14:32 (GMT)
Fix cuddly strips shading and drawing issues. Also now there are no
issues on big zooms (they behave really cuddly)
August 5, 2014, 10:34 (GMT)
Cuddlification of strips complete. Still need to make corners shrink on big zoom
August 4, 2014, 20:47 (GMT)
Strip drawing : Remove handle square, triangle is enough indicator here.
Also add cuddly outline
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021