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[SIGGRAPH 2018] Moving Least Squares MPM with Compatible Particle-in-Cell
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- Опубликовано: 28 апр 2018
- Paper: yuanming.taich...
Code: github.com/yua...
Supplementary document: taichi.graphics...
Information about accessibility can be found at accessibility....
Great stuff, no doubt. But when I cut MY cheese it always sticks to the knife an requires a bit of fiddling to get the slice to fall free.
Yeah, I agree. We can set the boundary condition on the knife to make it more realistic in that sense.
depends on type of cheese
but it doesn't simulates the stickiness, does it?
Your simulation work is both very impressive and very underrated.
Great work here!
Thank you! :-)
Yuanming Hu Of course!
You guys and the work you're doing are awesome!
You are the Last hope of humanity, please continue what you are doing. And hire me 4 years from now.
Very cool. I understood none of it
That was the intention. (kinda)
Hack
@@dripku2837 i wrote this reply a year ago why did you reply to it lol
Mmmmnnn, floppy bunny quarters.
Good work!
Nice work!
必须手动点赞一波了!
Thanks!
wew fluid dynamics and mass transfer :P
How well would this method work for plate tectonics? Would it be able to cause breaks in the simulated crust to form new plates?
Great job. Thanks for sharing. Some questions for the last walking robot in sandbox, 1) what's simulation time per frame? 2) what's the simulation time if the sandbox is only 1.5x of robot size in each dimension to minimize the particle volume ?
This is amazing. And looks very fast. For rendering did you use something like Houdini?
Yes
@@ethanymh Awesome work with great presentation ! For the demos of your work, did you have to build plugins for Houdini, or does it naturally support extension ? Specifically, for adding new research related behavior into Houdini, what kind of programming was needed ?
@@abhishek.chakraborty We don't integrate our solver deeply into Houdini - instead, we just used partio to export particles for Houdini to render.
Yuanming Hu Thanks for answering !
Could the particle reconnect by proximity after being sliced?
Yes, for elastoplastic materials that will work. For purely elastic material that may not happen.
What education would one go through to work in this field
Computer science, masters level. With a focus in algorithms and rendering.
A ton of math to begin with.
Computer science + a bit physics/math
Hi! What attributes does any of those particles have (except density)?
Yum the banana looks like butter to me. I want to eat a butter banana. ooooh. great work
优秀!
Can you please tell me about the programming language and the simulation software. Thank you.
It is better collision detection then? (I am naive)
I would say "better cutting and particle-rigid body interaction" :-)
Please how download Siggraph software
@
Yuanming Hu may be you know why SIGGRAPH demos never translate to game industry? Never, It's just science tech demos. I'm so frustrated about this. Also almost all demos don't show how they're applicable for realtime simulations (or not, because lack of information about this part). :(
was the example at 3:38 time reversed?
Not exactly. We color the particles at the end of the simulation and let the coloring persist throughout the simulation.
We just colored the particles in the end and then "back-propagate" the color :)
well, even if you say that, its a simulation.
it won't matter which way you play it.
But its mind-blowing what can be computed really cool stuff. cant even begin to imagien what the futur of computer simulation wil look like.
Amazing.
Can be done in real time with current technology?
Thanks. I believe 2D or low-resolution 3D can be done in real time.
Poor Armadillo getting abused all the time 😢
When will this be available in Unity?
I think a 2D real-time version can be available if somebody denotes some engineering effort.
Note the "100 seconds per frame" stuff on the title cards :P
Shhh, game engine people don´t understand the struggle.
@@ethanymh Is the time shown in the video just simulation or includes rendering?
@@XArthurMa just simulation
taichi is otherwordly