Augmented Vertex Block Descent (AVBD)

33 bobajeff 2 6/21/2025, 4:04:56 AM graphics.cs.utah.edu ↗

Comments (2)

nurettin · 3h ago
Collision detection doesn't seem to work when a particle's velocity exceeds the object size / check interval
cyber_kinetist · 2h ago
There's another paper called "Offset Geometric Contact" to be presented in the same conference, which solves the penetration issues with the VBD solver (and thus compatible with this paper): https://www.youtube.com/watch?v=xxyniqSLJik

The new GPU collision detection method guarantees no penetrations throughout integration for VBD-like solvers (although you can also use it with Newton-based solvers with less optimal results). Over the past few years the direction for graphics research have mainly been looking at accelerating the IPC solver (which theoretically guaranteed penetration-free simulation but was too slow to use for real-time simulation), but seems researchers have figured out an alternative path that doesn't have the same scale-up issues on the GPU. Although I think you would still need an IPC-like second-order solver for very accurate simulations (ex. for mechanical engineering), for games and VFX this is certainly good enough.