手动从零创建基于位置的布料解算器Implementing A Position Based Cloth Solver From Scratch

手动从零创建基于位置的布料解算器Implementing A Position Based Cloth Solver From Scratch

Position Based Dynamic effects are quite popular today as these provide us with fast, predictable and stable simulations. Houdini comes with PBDs packaged inside of the “Grains” node and with H17 with XPBD inside of the vellum solver. This video shows how to implement one of the ancestors of the PBD technique. The idea comes from an aritcle on gamasutra called “Advanced Character Physics” gamasutra.com/view/feature/131313/advanced_character_physics.php

By implementing this Verlet based cloth solver we gain quite some insight in the principles behind Position Based Dynamics.

01:30 Theory Verlet Integration

05:00 Deriving The Verlet Ingegration Forumula

07:45 Implementing A Particle System

10:30 Implementing Verlet Integration

14:30 Theory On Constraints

18:15 Implementing The Constraint Loop
基于位置的动态效果在今天非常流行,因为它们为我们提供了快速,可预测和稳定的模拟。 Houdini附带的PBD包装在“Grains”节点内部,H17带有XPBD内部的牛皮纸解算器。该视频演示了如何实现PBD技术的一个祖先。这个想法来自gamasutra的一个名为“高级人物物理学”的aritcle gamasutra.com/view/feature/131313/advanced_character_physics.php

通过实施这种基于Verlet的布料求解器,我们对基于位置的动力学背后的原理有了一些了解。

01:30理论Verlet集成

05:00推导Verlet集成公式

07:45实施粒子系统

10:30实施Verlet集成

14:30关于约束的理论

18:15实施约束循环