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05:29.26 |
CIA-109 |
BRL-CAD: 03abhi2011 * r47438
10/brlcad/trunk/src/libged/simulate/ (simrt.c simrt.h simulate.c
simulate.h): Cleaned up some redundant code and completed contact
point generation logic. |
06:45.02 |
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07:44.22 |
CIA-109 |
BRL-CAD: 03abhi2011 * r47439
10/brlcad/trunk/src/libged/simulate/ (simrt.c simrt.h simulate.c
simulate.h): Fixing some bugs in the contact generation
logic. |
09:15.33 |
CIA-109 |
BRL-CAD: 03Johnjones 07http://brlcad.org * r3226
10/wiki/Main_Page: minor edit |
09:17.38 |
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12:56.34 |
CIA-109 |
BRL-CAD: 03Sean 07http://brlcad.org * r3227
10/wiki/Main_Page: Reverted edits by
[[Special:Contributions/Johnjones|Johnjones]] ([[User
talk:Johnjones|Talk]]); changed back to last version by
[[User:Sean|Sean]] |
12:56.37 |
CIA-109 |
BRL-CAD: 03Sean 07http://brlcad.org * r0
10/wiki/Special:Log/block: blocked [[User:Johnjones]] with an
expiry time of infinite (account creation disabled, e-mail
blocked): Spamming links to external sites |
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14:00.23 |
abhi2011 |
finally, the box-box case seems to be working
: http://imageshack.us/photo/my-images/407/force.png/ |
14:00.30 |
abhi2011 |
one box falling on another |
14:01.02 |
abhi2011 |
this is using contact points, normals, and
penetration depth only(all 3 got using raytracing) |
14:01.31 |
abhi2011 |
except for the normal which is simply the
velocity direction |
14:02.05 |
abhi2011 |
of whichever body, Bulletr considers to be
body B in a colliding pair |
14:02.22 |
abhi2011 |
s/Bulletr/Bullet |
14:04.38 |
abhi2011 |
will try dropping a sphere now and check if
the manifold is generated at the correct point on its
surface |
14:13.07 |
CIA-109 |
BRL-CAD: 03Abhi2011 07http://brlcad.org * r3228
10/wiki/User:Abhijit: /* Log : Nov 5th */ |
14:15.37 |
brlcad |
abhi2011: that is totall awesome :) |
14:16.04 |
abhi2011 |
woops, bad screen shoot :P |
14:16.17 |
abhi2011 |
*shot |
14:17.21 |
CIA-109 |
BRL-CAD: 03Abhi2011 07http://brlcad.org * r3229
10/wiki/User:Abhijit: /* Log */ |
14:19.03 |
abhi2011 |
so the linear velocity approach you suggested
, helps avoid a lot of raytracing and thus each iteration is much
faster |
14:19.57 |
abhi2011 |
a slowdown is evident only when a big box
falls directly on an even larger box, in which cased the contact
region is quite large and a large number of rays need to be
shot |
14:21.07 |
abhi2011 |
it can be optimized however by shooting rays
inwards from the periphery of the overlap region and as soon as
about 4 points are got, the density of the rays can be reduced (for
shooting near the inner regions etc) |
14:21.23 |
abhi2011 |
maybe it can be yet be optimized to real time
:) |
14:33.14 |
brlcad |
should be possible -- the biggest time is
going to be prep setup |
14:34.48 |
brlcad |
without prep, you could shoot 100000 rays and
still remain interactive on most models |
14:35.54 |
CIA-109 |
BRL-CAD: 03Abhi2011 07http://brlcad.org * r3230
10/wiki/User:Abhijit: /* Log */ |
14:36.28 |
abhi2011 |
so you mean, I should not prep ? |
14:37.01 |
abhi2011 |
since the bounding box function will work
without prep |
14:37.09 |
brlcad |
you have to prep :) |
14:37.17 |
abhi2011 |
oh hmm :P |
14:37.25 |
brlcad |
well, you have to prep to shoot rays |
14:37.33 |
abhi2011 |
yeah for rt , have to prep |
14:37.40 |
brlcad |
if the boxes don't even overlap, then
definitely .. don't prep, don't shoot rays :) |
14:37.51 |
abhi2011 |
yes |
14:39.01 |
abhi2011 |
if the boxes move even by a millimeter, there
is no way to update a tiny part of the model saved for raytracing,
(after prep ) ? |
14:39.33 |
abhi2011 |
so like, if anything moves, the raytracing
process needs to be done all over again ? |
14:41.07 |
abhi2011 |
I do that currently, but was wondering if its
at all possible to modify a part of the model and then prep only
that part (after the whole scene is prepped, but something has
moved - in the next physics iteration, )which would be
faster |
14:43.20 |
CIA-109 |
BRL-CAD: 03Abhi2011 07http://brlcad.org * r3231
10/wiki/User:Abhijit: /* Log Nov 5th, more info */ |
14:43.54 |
brlcad |
yeah, we've talked about adding support for
cache objects but it's a fairly complex subject |
14:44.03 |
abhi2011 |
ok |
14:44.28 |
brlcad |
you'd have to cache per object and have some
way to quickly determine whether a cache is invalid and for even
medium-sized objects, it's almost faster to just reprep |
14:44.30 |
abhi2011 |
possible a warm start kind of thing, rather
than a complete cold start from scratch each time |
14:44.47 |
abhi2011 |
oh ok |
14:45.04 |
brlcad |
the dominant time is setting up the spatial
partitioning, which does have to change with every change to the
scene |
14:45.29 |
abhi2011 |
but will it change drastically for millimeter
scale movements |
14:45.42 |
brlcad |
no way to know |
14:45.50 |
abhi2011 |
ok |
14:46.04 |
brlcad |
if it pops into a different cell, it could be
a drastic change to the spatial partitioning |
14:46.14 |
abhi2011 |
yeah |
14:46.31 |
brlcad |
would have to employ a completely different
spatial partitioning algorithm, something more tuned for
incremental updates |
14:46.52 |
abhi2011 |
ok |
14:47.03 |
brlcad |
generally don't perform as well for static
scenes, but they can be updated more quickly ... |
14:47.07 |
brlcad |
something maybe for down the road |
14:47.25 |
abhi2011 |
yes :) |
14:47.29 |
brlcad |
but I suspect cpus will be faster before that
happens to the point that it won't matter or some other solution
will present itself ;) |
14:47.40 |
abhi2011 |
hehe yeah , true |
14:48.05 |
brlcad |
that new power7 server I was playing with
earlier in the week was impressive, giving about 512x512 at
30fps |
14:48.22 |
brlcad |
30fps raytraced :) |
14:48.40 |
abhi2011 |
oh wow |
14:49.00 |
abhi2011 |
64 cores you said ? |
14:49.11 |
brlcad |
not the fastest I've seen, and you can get a
WHOLE lot faster with polygonal models, but for full shotline
(solid) raytracing, that's pretty impressive |
14:49.27 |
abhi2011 |
ok |
14:49.36 |
brlcad |
yeah, 64 cores |
14:49.39 |
abhi2011 |
how many solid were there in the
scene |
14:50.30 |
brlcad |
technically I believe it's 8 cpus with 2 cores
per cpu and 4 asynchronous threads per core |
14:50.59 |
abhi2011 |
ok |
14:51.15 |
brlcad |
so not much faster than the fastest
workstation you can already buy today |
14:52.14 |
brlcad |
maybe a dozen solids, it wasn't a huge model,
but even a complex model with a few thousand regions (and thousands
of prims) was >10fps iirc |
14:52.42 |
abhi2011 |
oh , thats pretty cool :) |
14:52.46 |
abhi2011 |
<PROTECTED> |
14:52.50 |
abhi2011 |
caustic rt i think |
14:53.07 |
abhi2011 |
on FPGAs |
14:53.12 |
brlcad |
yeah, there's a bunch of them |
14:54.00 |
brlcad |
the stats become completely different when you
only consider triangle mesh models, and even further still only
consider making pretty pictures (i.e., first hit only) |
14:54.26 |
brlcad |
both things that *substantially* make things
faster, but aren't practical for analysis or solid ray
tracing |
15:57.37 |
starseeker |
ponders trying to get his
hands on an IBM T221 |
17:17.37 |
starseeker |
``Erik: know anything about how to hook up a
T221 to a modern machine? |
17:31.22 |
cvds_ |
is there an easy way to combine rpp with 2
arb6 in between ? |
20:07.03 |
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