Since collision detection also has similar math, does it mean libraries like Optix and Embree can do faster/hardware-accelerated collision detection? Or is it specifically for lighting applications?
helloCrystal
In general, I am wondering if we actually care about the intersection part. Intuitively, the intersection is "hidden" from the view. Even if you think you are building such a model using dough, you are not really going to model the intersection part of the fingers.
WJM
I can think of a few possible reasons to care about the hidden intersection on the fingers (even if it is not seen).
-It could be an aide to the designer to see highlight (or prevent) intersections when building the model to attempt realism.
-There could be a desired tool that joins any intersections to join the surface (kinda like joining two pieces of clay)
-Hidden intersections could be useful in some sort of force models, maybe the finders 'press' into the palm and push back the mesh.
Max
@fbrsk I'm not sure about those libraries in particular, but PhysX uses many of the same geometric and GPU compute techniques for physics simulation.
@WJM good examples
borderwing
In physics part of an engine, mostly will use AABB to detect collision between objects
Since collision detection also has similar math, does it mean libraries like Optix and Embree can do faster/hardware-accelerated collision detection? Or is it specifically for lighting applications?
In general, I am wondering if we actually care about the intersection part. Intuitively, the intersection is "hidden" from the view. Even if you think you are building such a model using dough, you are not really going to model the intersection part of the fingers.
I can think of a few possible reasons to care about the hidden intersection on the fingers (even if it is not seen). -It could be an aide to the designer to see highlight (or prevent) intersections when building the model to attempt realism. -There could be a desired tool that joins any intersections to join the surface (kinda like joining two pieces of clay) -Hidden intersections could be useful in some sort of force models, maybe the finders 'press' into the palm and push back the mesh.
@fbrsk I'm not sure about those libraries in particular, but PhysX uses many of the same geometric and GPU compute techniques for physics simulation.
@WJM good examples
In physics part of an engine, mostly will use AABB to detect collision between objects