A common and persistent problem in physics engines is the "intersection bug," where objects unrealistically intersect or overlap, often seen in video games and computer graphics.
Existing solid-solid collision techniques are based on force and impulse methods, which consistently fail to resolve these problematic intersections.
Even when adjusting parameters (like collision speed), traditional techniques cannot reliably solve the issue.
The new method handles both low- and high-velocity collisions accurately, eliminating the intersection problem even at higher speeds.
When applied to solid-fluid interactions, traditional techniques still fail, but the new particle merging and splitting method works effectively.
Fracturing simulations are particularly sensitive, where existing approaches often cause objects to crumble unrealistically due to even a single, fast-moving particle.
The new technique handles fracturing robustly, preventing unnatural crumbling and maintaining physical plausibility.
The new method treats collisions as processes occurring over a short time span, not as instantaneous events.
When particles collide, they merge into a single "meta particle" for one timestep, temporarily storing any lost kinetic energy (as if compressing a virtual spring).
After integration, the energy is returned when the particles split apart, avoiding explosive reactions and object intersections.
This approach allows seamless information exchange between different simulation types (solids, fluids, fractures).
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