more Monte Carlo Geometry - 3D vector field interpolated from surface vector field, which is defined by projecting a fixed direction onto surface normals. Tracing streamlines to visualize. There is no "solve" or precompute here, it& #39;s all pointwise, which is interesting... (1/3)
A 2D slice gives a better sense of what the vector field looks like. Computing a slice is pretty quick, looks like this vector field might be useful for moving things around objects. And since there is no precomputation the fixed & #39;target& #39; vector can be arbitrarily changed...(2/3)
Pointwise evaluation + arbitrary direction means it& #39;s plausible to use for local *3D* pathfinding at runtime, to make an object follow me while going around *and over top of* scene geometry. Neat! Scene geometry is static here but it could be moving around too (3/5)
Makes me think this might be the the real power of this MC Geometry stuff. The paper was all about comparison to FEM but I think the most interesting usage is in situations where you have dynamic boundary conditions and just need a few samples (4/5).
In that kind of situation FEM would be completely implausible even if you had a domain mesh (which of course you wouldn& #39;t)! I would never even try to solve a global vector field to move a sphere around things in a game, but I can point-sample it! @keenanisalive @rohansawhney1