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11991 Posts in 1587 Topics- by 3509 Members - Latest Member: lioneltenel

26. May 2012, 08:09:43 pm
Xith3D CommunityGeneral CategoryGeneral Discussion (Moderators: Marvin Fröhlich, 'n ddrylliog)Anybody implemented a mass spring resolver lately?
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Mathias 'cylab' Henze
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« on: 06. March 2007, 05:45:48 pm »

I need a mass spring resolver (specifically a system to connect a regular grid of nodes with springs with different spring cooefficients). I need it for the new terrain implementation for texture parameterization, so if anybody has one or is familar with the math, I would appreciate any help.

Mathias
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Marvin Fröhlich
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« Reply #1 on: 06. March 2007, 06:52:25 pm »

I need a mass spring resolver (specifically a system to connect a regular grid of nodes with springs with different spring cooefficients). I need it for the new terrain implementation for texture parameterization, so if anybody has one or is familar with the math, I would appreciate any help.

This is physics stuff, isn't it? You could ask the JOODE guys on JGO.

Marvin
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'n ddrylliog
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« Reply #2 on: 06. March 2007, 09:02:45 pm »

I need a mass spring resolver (specifically a system to connect a regular grid of nodes with springs with different spring cooefficients). I need it for the new terrain implementation for texture parameterization, so if anybody has one or is familar with the math, I would appreciate any help.
Either I don't understand exactly what you mean, or it's really easy. What about several steps where you apply each constraint one after another ? IIRC, it's called relaxation. It's so simple and yet efficient with several timesteps.
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Mathias 'cylab' Henze
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« Reply #3 on: 07. March 2007, 01:16:55 am »

Do you have any links? Unfortunately I am just moving text data from A to B at work, so I am a bit dull-witted on numerical algorithms. Undecided

What I really need is texture coordinate generation based on a flattened terrain mesh respecting the faces surface size. Somehing like this: http://www.cs.princeton.edu/gfx/proj/reparam/reparam.ppt, but only for a regular heightfield grid to optimize surface texture coordinates to prevent texture blurring for steep areas (due to the otherwise linear texture projection from the top)

There are some papers that suggest using mass spring simulation, to calculate the parameterizised mesh, so it seems to have the least math involved Wink Any help will be appreciated. Ready to use code will be preferred Grin
« Last Edit: 07. March 2007, 01:20:49 am by Mathias 'cylab' Henze » Logged

'n ddrylliog
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« Reply #4 on: 07. March 2007, 01:22:30 pm »

OK no problem at all.

I've always been interested in springs systems (well, in physics in general).
The problem is at the moment I'm working on :
- An out-of-the-box deployment system for Xith3D apps (compiles latest Xith3D+Xith-tk+Any libs you use, including natives from latest SVN directly in Eclipse)
- XPAL (Physics Layer)

EDIT : I realize this messages sounded like I didn't wanted to do that. That's wrong Smiley I'll make a small test today with springs and cosntraint (basic idea : you have "points" connected by "springs" and additionnally some points can be "fixed").
« Last Edit: 07. March 2007, 01:25:01 pm by Amos Wenger » Logged
'n ddrylliog
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« Reply #5 on: 14. March 2007, 04:57:57 pm »

Oh, and sorry, I haven't forgotten but still have work..
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