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Help  Dynamic collisions (AR mesh colliders)
#1
Hello,

We are currently working on a demo to showcase the new Apple augmented reality Lidar feature and we would like to use obifluid in order to make a cool fluid simulation effect.

Our current challenge is that meshing reconstruction of the environment is done in realtime and can change anytime at runtime. Whereas physics in obifluid is initialized at start and mesh collider is not intended to change during the simulation.

We know that dynamic mesh collider is not the best use case for physics engines and fluid simulation (tunneling issue and expensive computation).
For now our workaround is to update the mesh collider at runtime (as already discussed here) every X seconds. But this method causes some lag during this reinitialization.

We'd like to get your input in order to use obi fluid as best as we can.
We also had some ideas to explore but wanted to get your opinion on them first:
  • We have access to a depth map that gives us an estimation of the surrounding topology to extract the collisions infos; Is it possible to easily bind the depth values to the distance field approach of obifluid and is the initialization not to expensive?
  • Maybe create an initialization process that involves multiple frames to avoid spikes of lag. For example by using coroutines and by waiting the end of the process before relaunching the simulation.
Thanks,
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Messages In This Thread
Dynamic collisions (AR mesh colliders) - by Adrien - 25-01-2021, 08:28 PM