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Impressive Cloth Simulations With Collisions on GPU in Unity

The setup works way faster than the mix of Burst and Job System in Unity.

Japanese developer Magica Soft, the creator of MagicaCloth2, shared their latest experiment with cloth simulation in Unity. The author noted that they finally ran the demo on the GPU, saying that graphics rendering brought amazing results, as expected. The developer hasn't measured results precisely but shared that it feels dozens of times faster than the mix of Burst and Job System.

One of the people in the thread noted they worked on fast cloth approaches back in 2007, saying that the most challenging part was dealing with self-collisions. "We made it work in real time back then, but the meshes had to be relatively simple," the Twitter user wrote.

Magica Soft agreed that self-collision is the most difficult calculation. The current approach uses XPBD (eXtended Position-Based Dynamics). "Self-collision is performed using PointTriangle and EdgeEdge. EdgeEdge has a huge number of contacts, so that is the bottleneck."

You can find the original thread here. Interested in more recent simulation approaches? Researchers from the University of Utah have recently presented Augmented Vertex Block Descent (AVBD), an impressive, fast physics-based simulation method. Learn more here.

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