[HN Gopher] Repulsive Shells [video]
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Repulsive Shells [video]
Author : RafelMri
Score : 72 points
Date : 2024-07-26 17:50 UTC (5 hours ago)
(HTM) web link (www.youtube.com)
(TXT) w3m dump (www.youtube.com)
| neonate wrote:
| Paper:
| https://www.cs.cmu.edu/~kmcrane/Projects/RepulsiveShells/ind...
| url00 wrote:
| The ending was unexpected but great haha. I'm curious if the algo
| is fast enough for real time or if it's only for renders.
| 12_throw_away wrote:
| > I'm curious if the algo is fast enough for real time or if
| it's only for renders.
|
| Yeah, likewise. It definitely looks like it's formulated for
| optimizing paths rather than, say, simulating real-time
| physics, so I'm guessing not yet. From a quick scan of the
| paper, I didn't see anything on the complexity (O(N logN) or
| O(N^2) or whatever), but there were some timings:
|
| > Figures 11 [clasped hands] and 15 [underwear model] each took
| first 10 minutes to find a coarse trajectory, then 5 and 2-3
| minutes, respectively, to refine [to 60 fps].
| lupire wrote:
| Those numbers don't mean much beyond "minutes are better than
| days", because this contribution is a quality improvement via
| a new algorithm. Optimizing performance and maximizing choice
| of hardware power is another effort.
| dosman33 wrote:
| "So.. what will the world do with this knowledge?"
|
| "Something something, rule 34."
| hatsuseno wrote:
| That space has seen major improvements over the past few years,
| but this method would be a great addition to the toolkits and
| games out there.
| maxglute wrote:
| Is there a standard underwear man model like the teapot? I find
| it's use hilarious considering there's no reason for model to be
| in underwear. Same with the butt/hip model at the end. Chefs
| kiss.
| romwell wrote:
| I was hoping that this would be about computational geometry (and
| not, say, about the C shell or Powershell), and I am glad it
| indeed was.
|
| TL;DR: they are talking about approach to 3D geometry which
| avoids self-intersection by design, which is something useful for
| modeling solid bodies.
|
| However, I hope someone makes a video about shells that are hard
| to use too :)
| Terr_ wrote:
| I clicked thinking it would be either electron shells or really
| ugly animal shells.
| financypants wrote:
| Does this have implications for gaming? I know character models
| with lots of "accessories" clip into walls and the character body
| very often, and from what I gathered, the belief was that this
| was a hard and manual problem to solve.
| jauntywundrkind wrote:
| The main example is a dude moving his arms around, and the
| repulsing shell/surface kind of interpolates through the motion
| semi smoothly.
|
| I could totally see something like this being useful or
| interesting for destructive physics in video games. Like, oh,
| this surface/shell is about to repulse a rocket slamming into it,
| deform it for this hit. It's be a very different application but
| there's a kernel of morphology here feels similar ish, of this
| kind of softbodied-at-a-distance simulation.
|
| Based on other comments though it sounds way too slow to consider
| for realtime games though.
| monkpit wrote:
| And here I thought groovysh was a repulsive shell.
| actionfromafar wrote:
| It was kind of repulsive
| brotchie wrote:
| Haven't read the paper, but guessing, in the limit, this is
| simulating the electromagnetic interaction between electron
| shells of atoms?
| AngusKahn wrote:
| THAT OCTOPUS IS TOO BIG FOR THE BOX
| anotherhue wrote:
| That triggered my Watership Down childhood PTSD.
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