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Physics-based Sphere Packing for Lagrangian Mesh Morphing

arXiv cs.GR details JamTet, a GPU-parallel sphere-packing mesher for Lagrangian mesh morphing that keeps interior-node identity through large shape changes. The method aims to avoid the inversion and...

Jiong Lin, Hod Lipson 18h ago
News

Dev snapshot: Godot 4.8 dev 7

Godot Engine says 4.8 dev 7 is the last feature snapshot before freeze, shifting the branch to bugfixes and regressions ahead of beta. For teams tracking engine upgrades, this one adds symbol...

Thaddeus Crews Sep 29
News

Inscribed Spheres

Box2D details a new inscribed-sphere culling scheme for SAT that can cut expensive convex-hull contact work before edge-pair tests even run. The approach uses cheap dot products and Gauss-map arcs to...

Box2D Sep 29
News

CuACD: A Fully GPU-Resident Approximate Convex Decomposition

arXiv cs.GR details CuACD, a fully GPU-resident approximate convex decomposition pipeline that turns triangle meshes into convex parts much faster. The authors say it can cut preprocessing from tens...

Ruoxi Shi, Xinyue Wei, Fanbo Xiang, Zexiang Xu, Hao Su Sep 25
News

TAPESIM: Efficient Simulation of Adhesive Tape Dispensing for Robotic Manipulation

arXiv cs.GR details TapeSim, a tape-dispensing simulator that keeps most wound material rigid while concentrating deformation near the unwind point. For robotics teams, the payoff is faster physics...

Zhaofeng Luo, Xinyu Lu, jaehoon Choi, Zhehuan Chen, Trinity Chung, Xiaowen Qiu, Hugh Nicholas Perkins, Gianna Calderon, Alexis Duburcq, Sanghyun Son, Tsun-Hsuan Wang, Yi-Ling Qiao, Minchen Li Sep 25
News

How toolmakers like ARM work with devs, ft. Peter Hodges

Game Developer details how ARM’s Peter Hodges thinks about game development tools, with a side trip into the 1969 short Lemon. The conversation is most relevant to teams building or integrating...

Game Developer Podcast Sep 18
News

S4R: Scaling for Rigid-Body Interpenetration Resolution

arXiv cs.GR details S4R, a scale-continuation method that repairs rigid-body interpenetration in large procedural scenes. It shrinks bodies to a collision-free state, then restores full size through...

Zhiyang Dou, Ang Zhao, Chen Peng, Minghao Guo, Haixu Wu, Cheng Lin, Yuan Liu, Junfeng Yao, Xiaohu Guo, Wenping Wang, Wojciech Matusik Sep 18
News

Optimizing Deep Rock Galactic Survivor for mobile

Unity details how Deep Rock Galactic: Survivor was reworked for mobile, where thousands of enemies, projectiles, and UI events had to fit inside a 3 GB iPad and a wildly fragmented Android landscape....

Unity Sep 18
News

Optimizing CPU-side Rendering Code

Godot has been tightening CPU-side renderer code, and one Polygon2D case showed why that matters: a scene with only about 20 animated characters was spending 15.7 ms in Polygon2D::_notification() and...

Clay John Sep 15
News

GeoTrussRover: Morphological Computation with Contact-Semantic Control Primitives

A new reconfigurable rover uses a variable-geometry truss to change its contact shape on the fly, cutting the coordination burden of traversal planning. The system reuses low-dimensional contact...

Muyuan Ma, Yi Zhang, Yang Yang, Xuanyan Zheng, Ruiqi Hu, Boxuan Ke, Zhenyu Chen, Yicong Lin, Xin Hao Yang, Daliang Xiao, Zhinan Hou, Wanhao Niu, Yuan Sun, Yan Yang, Yue Xie Sep 11