Vismay
Vismay
Hi, > Things have been progressing on my side, and while not 100% perfect, simulations are now much more reliable and working (though still a few issues with soft objects)....
Thats a good idea. I'm happy it worked :)
Hello, For _detection_, we use warp's hash grid structure. You can find out more about it [here](https://nvidia.github.io/warp/modules/runtime.html#hash-grids). Once collisions are detected, we use an IPC type barrier energy to resolve...
We want the weights to be linearly independent, and orthogonality is a stricter condition than necessary, but a simple loss function. Without linear independence, the simplest way to minimize elastic...
Fourier features/positional encoding are a good idea, but they are useful for mapping higher frequencies. In our case, we want to capture the low-frequency deformation bases of the object