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pkusilence avatar pkusilence commented on August 16, 2024 1

Unfortunately huge edge length differences (sliver triangles) are notoriously problematic especially with single precision. If you can avoid such triangles by e. g. using a different tessellation, that would be great. Debugging is difficult for us unless you could provide the full code to reproduce the described issue.

I fixed it by checking wheather Q0 == Q1 .
image

Indeed we need to avoid such annoying triangles, thanks for your advice!

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preist-nvidia avatar preist-nvidia commented on August 16, 2024

Thanks for the report, @pkusilence - we'll have a look. Internal tracking: PX-4666.

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pkusilence avatar pkusilence commented on August 16, 2024

It turns out that the original tiangle has a huge edge length ratio, i.e La = Lb >>>Lc. Due to the float point differences between platforms, the support function found different vertices if the search direction is nearly perpendicular to La /Lb。
企业微信截图_17020423774077

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nvtw avatar nvtw commented on August 16, 2024

Unfortunately huge edge length differences (sliver triangles) are notoriously problematic especially with single precision. If you can avoid such triangles by e. g. using a different tessellation, that would be great. Debugging is difficult for us unless you could provide the full code to reproduce the described issue.

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