mewert wrote:
But there are existing ways to do soft-bodies at real-time rates; complete with tearing, that are unencumbered by patents.
This method is significantly faster.
mewert wrote:
You should really implement the O( w ) thing at least. If you want to sell this, you need to make it clearly better than anything else on the market, which it appears to be far from the case.
I'd appreciate it if you read the Readme.txt before coming to this conclusion. As I state there, the 2D demo does not implement the O(1) solver, which is the crux of the paper (better even than O(w) -- it's O(1) per smoothing region), because the 2D demo is meant to have clean, readable code illustrating the basic lattice shape matching approach, and the optimization obfuscates that. As for the other artifacts mentioned, poor fracturing at high w is a known issue (which I believe could be fixed easily, but which I have not spent any time on, as fracturing was not a major feature for the paper), and wall penetration is an implementation-dependent issue and is not a result of the FastLSM algorithm.
FastLSM can handle 20,000 particles, enough for hundreds of soft bodies, deforming in real time. This, to the best of my knowledge, is significantly more than previous methods. This is illustrated in the video, and I think it is sufficient to demonstrate the method's contribution.