Hi Nachshon,
The Bullet collision detection is modified and adapted for use within Chrono, so it's not enough to simply drop it the latest version. We did try to update to a newer Bullet version a while ago (among others to take advantage of multi threading) but we actually noticed degraded performance, so we put that on the back burner for now. When time permits, we may revisit that.
Regarding your vehicle simulation, is that a wheeled or a tracked vehicle? If the former, what tire model do you use? How is the terrain represented? Is it a mesh?
--Radu
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Hi Nachshon,
The Bullet collision detection is modified and adapted for use within Chrono, so it's not enough to simply drop it the latest version. We did try to update to a newer Bullet version a while ago (among others to take advantage of multi threading) but we actually noticed degraded performance, so we put that on the back burner for now. When time permits, we may revisit that.
Regarding your vehicle simulation, is that a wheeled or a tracked vehicle? If the former, what tire model do you use? How is the terrain represented? Is it a mesh?
--Radu
On 4/20/2020 7:46 AM, nachsh...@gmail.com wrote:
--HiI'm trying to reach soft real time performance with a vehicle on rigid terrainIt seems like most of the time is being consumed by collision detection in bulletThere is a multi thread dispatcher support on bullet current version?Would it be relevant to use it to enhance performanceThanksNachshon
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Hi Nachshon,
Indeed, that issue will hopefully be addressed if/when we embed a newer version of the Bullet collision detection (or roll out our own collision detection system).
For the tracked vehicle, there's not much that can be done -- the
vehicle-terrain interaction is always based on rigid body contact
(in addition to the other contacts internal to the track
assembly).
For wheeled vehicle, I am guessing you use rigid tires, correct?
One thing to try is a different tire model (TMeasy, Fiala, Pac89,
or Pac02). These not only will give you more appropriate tire
behavior, but they also do not use the Bullet collision
detection. Instead, these tire models use a custom collision
detection that only queries the terrain for height and normal
information below a given point. This falls back on ray casting
in the terrain collision model (also done with Bullet). For best
performance, also make sure to set the tire collision detection
mode to "SINGLE_POINT" (which is in fact the default).
--Radu
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Hi Nachshon,
Indeed, that issue will hopefully be addressed if/when we embed a newer version of the Bullet collision detection (or roll out our own collision detection system).
For the tracked vehicle, there's not much that can be done -- the vehicle-terrain interaction is always based on rigid body contact (in addition to the other contacts internal to the track assembly).
For wheeled vehicle, I am guessing you use rigid tires, correct? One thing to try is a different tire model (TMeasy, Fiala, Pac89, or Pac02). These not only will give you more appropriate tire behavior, but they also do not use the Bullet collision detection. Instead, these tire models use a custom collision detection that only queries the terrain for height and normal information below a given point. This falls back on ray casting in the terrain collision model (also done with Bullet). For best performance, also make sure to set the tire collision detection mode to "SINGLE_POINT" (which is in fact the default).--Radu
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Nachshon,
That is not really possible. A collision system is associated
with a Chrono ChSystem.
What I don't understand however is why a simulation of a wheeled vehicle with TMeasy tires would have a bottleneck in the bullet collision detection. As I mentioned before, the tire-terrain interaction in that case does not use the underlying collision system. Does your simulation include anything else besides the vehicle?
Radu
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Nachshon,
That is not really possible. A collision system is associated with a Chrono ChSystem.
What I don't understand however is why a simulation of a wheeled vehicle with TMeasy tires would have a bottleneck in the bullet collision detection. As I mentioned before, the tire-terrain interaction in that case does not use the underlying collision system. Does your simulation include anything else besides the vehicle?
Radu
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Ok, now I understand what's happening.
There is an optimization for RigidTerrain with multiple patches
that I have to do but didn't get to yet (and which was only made
possible by some recent refactoring I did in Chrono related to
collision shapes and contact materials).
Until I get a chance to put that in, you have 2 options:
Please let me know if this resolves your issue. I'll post here
once I implement the optimization I mentioned.
--Radu
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