12-05-2023, 09:58 AM
(This post was last modified: 12-05-2023, 10:22 AM by josemendez.)
(11-05-2023, 05:15 PM)calvantsang Wrote: Hi, do you ever hear about Dynamic Signed Distance Fields
https://www.youtube.com/watch?v=xQfqtR7bbT8
this is the only video on Youtube talk about it, I know other cloth solution(not the Japanese one) is using this
I have buy it and try it, it have pretty good outcome,
It can help to simulate dynamic collider, it open up so much possible.
For example, I really wanna have a better solution on character collider, but I found either it is very bad for performance, or It can't get it right.
It theoretically can work with CPU, but way better with GPU.
anyway,
Still waiting for the beta of OBI 7,Very Look forward to try it
Github of DSDF:
https://github.com/Unity-Technologies/co...esh-to-sdf
Hi there!
Yes, dynamic SDFs are just regular SDFs that are updated every frame. This is only practical to do in the GPU, also works in the CPU - just not in realtime.
Obi uses ASDFs, which are an adaptive version of SDFs that take up less memory since voxel size isn't constant. Here's a technical article about them: https://www.merl.com/publications/docs/TR2000-15.pdf
These are pre-generated for any given mesh, but can be translated, rotated, and scaled at runtime. I've used these in the past for accurate collision detection against characters, by chopping up the body into parts (arm, forearm, thing, leg, torso, head, etc) and generating a SDF for each. This is both faster than dynamic SDFs (since the actual SDF data is 100% precomputed) and also much more accurate, since velocity data from the character bones can be used to perform continuous collision detection (dynamic SDFs are like a flipbook: one SDF per frame, but velocity information is ignored so only static collision detection is supported and it's not possible to accurately simulate friction).
kind regards,