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<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Affine Body Dynamics: Fast, Stable &amp; Intersection-free Simulation of Stiff Materials · HackerPapers discussions</title><link>https://hackerpaper.kaipfister.de/p/2201.10022/</link><description>Collected HN comments and submissions linking this paper.</description><language>en</language><lastBuildDate>Mon, 02 Nov 2026 11:16:22 GMT</lastBuildDate><atom:link href="https://hackerpaper.kaipfister.de/p/2201.10022/feed.xml" rel="self" type="application/rss+xml" /><item><title>Affine Body Dynamics: Fast, Stable &amp; Intersection-free Simulation of Stiff Materials — mentioned by zokier</title><link>https://news.ycombinator.com/item?id=32584234</link><guid isPermaLink="false">urn:hackerpapers:mention:2201.10022:32584234</guid><pubDate>Wed, 24 Aug 2022 19:06:44 GMT</pubDate><description>&lt;p&gt;How does PBD compare to IPC[1] derived methods, like affine body dynamics[2] that I happened to notice in the latest siggraph papers? [1] https://ipc-sim.github.io/ (see related projects section at bottom) [2] https://arxiv.org/abs/2201.10022&lt;/p&gt;&lt;p&gt;&lt;a href="https://hackerpaper.kaipfister.de/p/2201.10022/"&gt;Paper and discussion history&lt;/a&gt;. A mention is not an endorsement.&lt;/p&gt;</description><category>cs.GR</category></item><item><title>Affine Body Dynamics: Fast, Stable &amp; Intersection-free Simulation of Stiff Materials — mentioned by cyber_kinetist</title><link>https://news.ycombinator.com/item?id=31554411</link><guid isPermaLink="false">urn:hackerpapers:mention:2201.10022:31554411</guid><pubDate>Mon, 30 May 2022 00:50:04 GMT</pubDate><description>&lt;p&gt;Well, it’s a pretty huge topic. I recommend taking a look at the SIGGRAPH course notes on contact and friction simulation: https://siggraphcontact.github.io/ Also, look at some recent papers on SIGGRAPH and SCA, such as: - https://matthias-research.github.io/pages/publications/PBDBo... - https://mmacklin.com/primaldual.pdf - https://arxiv.org/pdf/2201.10022.pdf Note that these are all cutting-edge stuff, and most physics simulations in production still use more traditional methods (which you can learn from Box2D’s source code and related GDC slides). The links…&lt;/p&gt;&lt;p&gt;&lt;a href="https://hackerpaper.kaipfister.de/p/2201.10022/"&gt;Paper and discussion history&lt;/a&gt;. A mention is not an endorsement.&lt;/p&gt;</description><category>cs.GR</category></item></channel></rss>
