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It's surprising how limited 3D modeling software are regarding physics simulation. Almost none are built with a physics first methodology. I have been waiting for 10+ years for a competitive physics first 3D modeling software for design and analysis uses.
Works like this deserve a lot more attention. In embodied AI, the most common argument against physics-based simulation is that deformables are hard/expensive to simulate. Offset Geometric Contact just made it 300x faster. It computes vertex-specific displacement bounds to guarantee penetration-free simulation. To scalably simulate the world, start with physics instead of pixels.
仿真设计
Works like this deserve a lot more attention. In embodied AI, the most common argument against physics-based simulation is that deformables are hard/expensive to simulate. Offset Geometric Contact just made it 300x faster. It computes vertex-specific displacement bounds to guarantee penetration-free simulation. To scalably simulate the world, start with physics instead of pixels.
Brilliant!
Works like this deserve a lot more attention. In embodied AI, the most common argument against physics-based simulation is that deformables are hard/expensive to simulate. Offset Geometric Contact just made it 300x faster. It computes vertex-specific displacement bounds to guarantee penetration-free simulation. To scalably simulate the world, start with physics instead of pixels.
Don't know what this is but it looks really cool.
Works like this deserve a lot more attention. In embodied AI, the most common argument against physics-based simulation is that deformables are hard/expensive to simulate. Offset Geometric Contact just made it 300x faster. It computes vertex-specific displacement bounds to guarantee penetration-free simulation. To scalably simulate the world, start with physics instead of pixels.
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цікаве
Works like this deserve a lot more attention. In embodied AI, the most common argument against physics-based simulation is that deformables are hard/expensive to simulate. Offset Geometric Contact just made it 300x faster. It computes vertex-specific displacement bounds to guarantee penetration-free simulation. To scalably simulate the world, start with physics instead of pixels.
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Testing reality without risks. Driving progress!
Works like this deserve a lot more attention. In embodied AI, the most common argument against physics-based simulation is that deformables are hard/expensive to simulate. Offset Geometric Contact just made it 300x faster. It computes vertex-specific displacement bounds to guarantee penetration-free simulation. To scalably simulate the world, start with physics instead of pixels.
stuff like this makes me want to enroll in a advanced physics degree
Works like this deserve a lot more attention. In embodied AI, the most common argument against physics-based simulation is that deformables are hard/expensive to simulate. Offset Geometric Contact just made it 300x faster. It computes vertex-specific displacement bounds to guarantee penetration-free simulation. To scalably simulate the world, start with physics instead of pixels.
上記,これを見て思い出したのでした...😁
Works like this deserve a lot more attention. In embodied AI, the most common argument against physics-based simulation is that deformables are hard/expensive to simulate. Offset Geometric Contact just made it 300x faster. It computes vertex-specific displacement bounds to guarantee penetration-free simulation. To scalably simulate the world, start with physics instead of pixels.
What
Works like this deserve a lot more attention. In embodied AI, the most common argument against physics-based simulation is that deformables are hard/expensive to simulate. Offset Geometric Contact just made it 300x faster. It computes vertex-specific displacement bounds to guarantee penetration-free simulation. To scalably simulate the world, start with physics instead of pixels.
Yup. There’s even math that says that this is *necessary*. ;¬)
Works like this deserve a lot more attention. In embodied AI, the most common argument against physics-based simulation is that deformables are hard/expensive to simulate. Offset Geometric Contact just made it 300x faster. It computes vertex-specific displacement bounds to guarantee penetration-free simulation. To scalably simulate the world, start with physics instead of pixels.
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