The (hairless) head collider can now move and twist to match the control node! Unfortunately, my means of accomplishing this are a bit "hacky": at each frame of the simulation, I set the collider's position/orientation equal to that of the control node. The "proper" method sets linear/angular velocities or forces, but I'm running low on time, so I'll use the "hacky" approach for now.
We're in the home stretch now! Final demos are in 2 weeks. In the remaining time, I hope to accomplish the following:
- A memory management overhaul (ironically, in an attempt to make my code more compact and legible, I somehow introduced even more deallocation problems than before)
- [CIS660] Finish the hair shader (using the work of Zinke and Marschner as a guide)
- Translate the hair shader code into a GPU vertex shader language (GLSL most likely)
- Make the head collider oblivious to the forces introduced by the key hairs (alas, I cannot simply set the position/orientation of the hairy head collider; it wiggles around and drifts due to the extra inertia/weight produced by the attached hairs - I'm waiting to see what the Bullet forums has to say about this one)
- UI cleanup (plug in UI features that haven't been implemented yet, such as automatic scene rescaling and a means for specifying simulation/rendering parameters)
- Get better test data (including a deforming head mesh as well as corresponding KF data)
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