The approximate decomposition of the animated mesh into non-rigid convex parts for fast collision detection (physics, rendering). Animations were pre-processed (trained) in 30s – 4min. The approximation error can be chosen afterwards interactively (0-2s). Coarse approximation is suitable for real-time applications, finer for offline simulations or ray tracing. The method is robust to topologically incoherent… Read more
Implemented using Oculus SDK and CUDA, rendered by OpenGL shader. Real-time simulation with above 2M particles in 60~90 fps. Obstacles, swirls and tornado effects are controlled by the Oculus touch controllers.