Water simulation #9
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Thank you for sharing this impressive work modeled in Isaac Sim. I really appreciate the effort put into the simulation. However, I noticed that some of the USD assets shown in the documentation appear to be missing from the repository—I wasn’t able to locate them despite searching thoroughly. Additionally, I’m a bit unclear about how the drag, buoyancy, and other physical forces were implemented in your simulation. You mentioned adding them manually, but as far as I know, Isaac Sim supports particle-based water simulation along with built-in drag, contact, and buoyancy force calculations. Could you kindly clarify why you chose a manual approach over the built-in features? |
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Replies: 1 comment 6 replies
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Hi. Some environment assets come with license thus it's difficult for us to directly disperse them in here. As for underwater dynamics, it is an ongoing research project in our lab and users can stay tuned and wait for future OceanSim updates. Particle based water simulation built in Isaac Sim only guarantees visual fidelity (as it's motivated from the task of manipulators handling objects containing liquid), therefore we are not going to use that approach. Moreover, simulating large scale fluid dynamics is very compuationally intensive, which greatly impacts real time performance and fast SDG. |
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Hi.
Some environment assets come with license thus it's difficult for us to directly disperse them in here.
However, users can got to SketchFab\unreal fab to find those environments. (We find those assets from there, too)
As for underwater dynamics, it is an ongoing research project in our lab and users can stay tuned and wait for future OceanSim updates.
Particle based water simulation built in Isaac Sim only guarantees visual fidelity (as it's motivated from the task of manipulators handling objects containing liquid), therefore we are not going to use that approach. Moreover, simulating large scale fluid dynamics is very compuationally intensive, which greatly impacts real time perform…