There's another paper called "Offset Geometric Contact" to be presented in the same conference, which solves the penetration issues with the VBD solver (and thus compatible with this paper): https://www.youtube.com/watch?v=xxyniqSLJik
The new GPU collision detection method guarantees no penetrations throughout integration for VBD-like solvers (although you can also use it with Newton-based solvers with less optimal results). Over the past few years the direction for graphics research have mainly been looking at accelerating the IPC solver (which theoretically guaranteed penetration-free simulation but was too slow to use for real-time simulation), but seems researchers have figured out an alternative path that doesn't have the same scale-up issues on the GPU. Although I think you would still need an IPC-like second-order solver for very accurate simulations (ex. for mechanical engineering), for games and VFX this is certainly good enough.
Is there any source code available somewhere for the GPU demo or the 2D web demo?
This is cool, are there any game engines doing this?
This is the demo page for a paper that will officially be published in August.
If ever, expect Roblox to implement this, per one of the author's affiliation.
Collision detection doesn't seem to work when a particle's velocity exceeds the object size / check interval
There's another paper called "Offset Geometric Contact" to be presented in the same conference, which solves the penetration issues with the VBD solver (and thus compatible with this paper): https://www.youtube.com/watch?v=xxyniqSLJik
The new GPU collision detection method guarantees no penetrations throughout integration for VBD-like solvers (although you can also use it with Newton-based solvers with less optimal results). Over the past few years the direction for graphics research have mainly been looking at accelerating the IPC solver (which theoretically guaranteed penetration-free simulation but was too slow to use for real-time simulation), but seems researchers have figured out an alternative path that doesn't have the same scale-up issues on the GPU. Although I think you would still need an IPC-like second-order solver for very accurate simulations (ex. for mechanical engineering), for games and VFX this is certainly good enough.