Anders; I don't know if it is of any use to you, but I did implement a sphere-triangle mesh intersection algorithm in GLSL, to run on the GPU.
It is in the FreeWRL code; freewill.sf.net; used for avatar/object collision in 3D worlds. (see note 1) It does indeed run fairly fast; I put some preliminary results up on a page: http://gpucomputes.blogspot.com (warning, more posts to come on that blog) Doing cylinder/mesh collisions would take just a bit more time, but not much. I'm not sure at the moment where the FreeWRL code is going, direction-wise; I'm just busy with my real work, and in making swarf in the workshop. If you want to start up a discussion, feel free; if you want to take the code, feel free; if you want to ask GLSL implementation questions, feel free. As someone who has worked producing open-source software, I'm well aware of the benefits and pitfalls… ;-) (code direct link: http://freewrl.cvs.sourceforge.net/viewvc/freewrl/freewrl/freex3d/src/lib/scenegraph/CollisionGPU.c?revision=1.22&view=markup function in C to run program: run_non_walk_collide_program(); at the end of that file, you'll find the GLSL program) John Alexander Stewart. ------------------------------------------------------------------------------ All the data continuously generated in your IT infrastructure contains a definitive record of customers, application performance, security threats, fraudulent activity, and more. Splunk takes this data and makes sense of it. IT sense. And common sense. http://p.sf.net/sfu/splunk-novd2d _______________________________________________ Emc-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/emc-users
