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From: Greg M  Johnson
Subject: Re: mechanics simulation (908k)
Date: 12 Aug 2002 10:54:11
Message: <3d57cc13$1@news.povray.org>
Cool.  It would be fun to see this application used to make a  chicken made
out of jello" or something.


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From: Jan Walzer
Subject: Re: mechanics simulation (908k)
Date: 12 Aug 2002 13:39:32
Message: <3d57f2d4@news.povray.org>
wow ...

... stunning ...


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From: Tek
Subject: Re: mechanics simulation (908k)
Date: 12 Aug 2002 15:08:44
Message: <3d5807bc@news.povray.org>
Very impressive.

One small criticism: it looks like your bendy object hasn't got smooth shading.
i.e. you can see the polygons as it's falling off.

But anyway, it looks amazing, please post some more renders :)

--
Tek
http://www.evilsuperbrain.com


Christoph Hormann <chr### [at] gmxde> wrote in message
news:3D57C3F7.E501BA7F@gmx.de...
>
> I have started implementing my mechanics simulation system as a POV-Ray
> patch, here is one of the first results.
>
> The bar is modelled with point masses and springs just like in previous
> simulations, the integration is simple euler method (i did not yet
> implement anything else).
>
> The nice thing is that it is quite fast, 15 minutes for the whole
> animation while other tasks were running on the machine.  The actual
> simulation was just about 1 second per frame (i did not yet implement
> statistics for it either).
>
> See povray.unofficial.patches for some more information how the patch will
> be working.
>
> Christoph
>
> --
> POV-Ray tutorials, IsoWood include,
> TransSkin and more: http://www.tu-bs.de/~y0013390/
> Last updated 03 Aug. 2002 _____./\/^>_*_<^\/\.______


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From: Christoph Hormann
Subject: Re: mechanics simulation (908k)
Date: 12 Aug 2002 16:29:20
Message: <3D581A9F.64106842@gmx.de>
Tek wrote:
> 
> Very impressive.
> 
> One small criticism: it looks like your bendy object hasn't got smooth shading.
> i.e. you can see the polygons as it's falling off.

Yes, that's a problem, but it's difficult to fix in a general way.  The
corners should remain sharp so smoothing the whole mesh isn't an option. 
I would have to save additional topology data.  

An alternative would be to trigger smoothing if the angle between
triangles is below a certain threshold.  If anyone has ability and time to
implement this that would be great.

> But anyway, it looks amazing, please post some more renders :)
> 

Thanks.

Christoph

-- 
POV-Ray tutorials, IsoWood include,                 
TransSkin and more: http://www.tu-bs.de/~y0013390/  
Last updated 03 Aug. 2002 _____./\/^>_*_<^\/\.______


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From: Hugo
Subject: Re: mechanics simulation (908k)
Date: 12 Aug 2002 17:32:53
Message: <3d582985$1@news.povray.org>
I'd just like to say, I very much like this animation and the fact that
you're programming this as a patch, and it's fast.. I can't wait to see a
real implementation in POV..  ;o)  This is probably going to be an important
part of POV, in the future.

Regards,
Hugo


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From: Rune
Subject: Re: mechanics simulation (908k)
Date: 12 Aug 2002 18:00:57
Message: <3d583019$1@news.povray.org>
Impressive. :)

But as much as these type of simulations are very fun and impressive,
I'm still hoping to see mechanics simulations of object that are *not*
like jelly. (Is that what is called rigid body dynamics?) While I can
think of tons of scenarios where mechanics between solid object would be
useful, I practically can't think of any where these jelly type of
objects can be used. Of course, that might just be me.

Rune
--
3D images and anims, include files, tutorials and more:
rune|vision:  http://runevision.com (updated July 12)
POV-Ray Ring: http://webring.povray.co.uk


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From: Christoph Hormann
Subject: Re: mechanics simulation (908k)
Date: 13 Aug 2002 03:49:15
Message: <3D58B9F8.E083E666@gmx.de>
Hugo wrote:
> 
> I'd just like to say, I very much like this animation and the fact that
> you're programming this as a patch, and it's fast.. I can't wait to see a
> real implementation in POV..  ;o)  This is probably going to be an important
> part of POV, in the future.

Maybe.  Right now it's just the previous system implemented in c, a few
parts (like buoyancy and drag) are still missing.  

Christoph

-- 
POV-Ray tutorials, IsoWood include,                 
TransSkin and more: http://www.tu-bs.de/~y0013390/  
Last updated 03 Aug. 2002 _____./\/^>_*_<^\/\.______


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From: Christoph Hormann
Subject: Re: mechanics simulation (908k)
Date: 13 Aug 2002 04:00:03
Message: <3D58BC83.A3BD72EF@gmx.de>
Rune wrote:
> 
> Impressive. :)

Thanks.

> 
> But as much as these type of simulations are very fun and impressive,
> I'm still hoping to see mechanics simulations of object that are *not*
> like jelly. (Is that what is called rigid body dynamics?) While I can
> think of tons of scenarios where mechanics between solid object would be
> useful, I practically can't think of any where these jelly type of
> objects can be used. Of course, that might just be me.

Well, rigid body dynamics is not what this is all about.  While it is
perfectly possible to make things more stiff with appropriate integration
methods and small stepsizes it is not possible to make things completely
hard since the used methods depend on the deformations to calculate the
forces.

The main reasons why the bar is that soft are that i did not yet implement
higher order integration methods and less stiff systems are better for
testing things because these are less likely to cause problems with the
numerics.

Christoph

-- 
POV-Ray tutorials, IsoWood include,                 
TransSkin and more: http://www.tu-bs.de/~y0013390/  
Last updated 03 Aug. 2002 _____./\/^>_*_<^\/\.______


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From:
Subject: Re: mechanics simulation (908k)
Date: 15 Aug 2002 14:11:05
Message: <3d5beeb9@news.povray.org>
Beautiful! I hope you continue to do more of this stuff.

It's really great.

Fernando.


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From: Gergely Vandor
Subject: Re: mechanics simulation (908k)
Date: 26 Aug 2002 11:00:08
Message: <web.3d6a41fd93463628b78e044d0@news.povray.org>
Christoph Hormann wrote:

>
>Well, rigid body dynamics is not what this is all about.  While it is
>perfectly possible to make things more stiff with appropriate integration
>methods and small stepsizes it is not possible to make things completely
>hard since the used methods depend on the deformations to calculate the
>forces.
>
>The main reasons why the bar is that soft are that i did not yet implement
>higher order integration methods and less stiff systems are better for
>testing things because these are less likely to cause problems with the
>numerics.
>
>Christoph
>

I'm not sure. Check this one:
http://www.progressive.hu/gero/drum.m1v

This is one of the first animations I made using springs. Maybe it's
accidental, or maybe it's because it is very simple, but it looks quite OK
to me, and it is almost totally rigid. I used euler too, and maybe 20
steps/frame.

BTW, I'm glad you are making this patch, I'm just sorry it's not ME who is
doing it. :) I would be probably doing something similat if I wasn't so
lazy to learn C some more. :) Oh, did I mention the anim is amazing? Will
the source be available?

Gergely


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