Jello, again!
Link to slides
Link to recording
For our project, we chose to learn Unity due to its popularity, capabilities in physical simulation and rendering, and potential need for efficiency.
So far, we’ve implemented a Jello simulation using a mass-spring model. The model creates a 3D grid with masses at each vertex and springs connecting the masses. We chose the springs (structural, bending, and shearing) by extrapolating the structure of our cloth simulation. Afterwards, we implemented the mesh generation for this model, which creates a triangle mesh from the masses’ vertices.
Then, we worked with Unity to take our mesh and render it to look like Jello. This took some experimenting with the Unity materials and rendering pipelines.
Here’s the current state of our simulation and rendering! We added in a listener for keypresses which makes the Jello jump upwards.
Overall, we thought that our model works well, but there’s a couple of issues with the model and our rendering that we’d want to improve on for our final submission.
Also, our goal is to eventually try using a material point method or other more complicated method to render the Jello and support collisions with rigid bodies. For example, we want to simulate a bullet striking through the Jello cube.
Thoughts on next steps: google docs