The Balls Drop…And Things Go Really Wrong!

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  • เผยแพร่เมื่อ 28 ต.ค. 2024

ความคิดเห็น • 164

  • @therainman7777
    @therainman7777 13 วันที่ผ่านมา +86

    This is so beautiful to behold.

  • @陳以律
    @陳以律 10 วันที่ผ่านมา +47

    Hey there! First author of the paper here, and sorry for being late to the party :D
    A big thank you to Dr. Károly for the publicity, and to all of you for your enthusiastic feedback. I'm not sure how many are still watching the video now, but here are just some quick(-ish?) answers to some of the questions in the comments:
    [Can I use it?]
    Sure, if you can bear the code quality. The project page Karoly put in the description should link to the source code, MIT licensed and all. Keep in mind that it only compiles on Linux though and, since I've moved on to other projects, it won't be actively maintained. I otherwise tested on multiple computers, and they all compiled without too much effort if you follow the readme. All the scenes in the video are included in the repo, along with some instructions on writing your own scene files, as well as a small script to import the simulated results to Blender.
    [Explanation? / What are you solving? / How is it different from previous methods?]
    It was hard to cut out the jargon without being incomprehensible, but I tried my best:
    The simulation contacts with friction usually falls into two schools: the first school of thought directly solving for contact forces, but can be unstable when big objects drop on small objects (the blocks example), or when objects share too many contacts (the screw and chain mail examples). The second school of thought, which is gaining popularity in graphics these days, directly solves for object velocities or positions by modelling contacts as stiff springs, but cannot accurately solve for friction as contacting points are always required to slip. Think of it this way: in this framework you only know the direction of friction if you let things slip a little bit and then compute a force opposing the sliding. Naively reducing how much slipping is allowed can lead to bad convergence (the hourglass example).
    So no, the previous method shown in the video wasn't a single method, but multiple with their own pros and cons.
    The main point of our paper is to show that, through some combination of math, you can surprisingly have it both ways. That is, you can have the more accurate friction of the first school of thought and the stability of the second at the same time, via an optimization technique called the primal-dual interior point method. It turned out to be decently fast too!
    Keep in mind that by “friction”, I'm referring to the kind you learn in high school physics; namely, it is proportional to normal force, and can cause objects to either stick or slide. Trying to satisfy both conditions within a simulation is surprisingly difficult, and I'm not going to pretend my paper solved everything about the subject either. On the other hand, there are multiple efficient ways you can make objects slow down with a satisfactory appearance. It's just that trying to do friction as correctly as we can was something we wanted to try out at the time.
    [Real time?]
    Sadly not :(
    [Haven't I seen the screw example before?]
    You're likely thinking of Rigid-IPC, which was also featured on Two Minute Papers some time ago:
    th-cam.com/video/CfJ074h9K8s/w-d-xo.html
    As it happens, the chain mail at the beginning was also directly modeled after an example scene in its follow-up, Affine Body Dynamics (Lan et al. 2022). The two works belong to the "second school of thought" above. The examples on the other hand were more to demonstrate the stability part of the "having it both ways" by recreating results of previous methods, rather than to come up with a scenario that was previously undoable.
    [Why do old methods suck so much?]
    They don't. If they did, they wouldn't be published or widely circulated in the first place. But all tools - including ours - have some sort of specialization that brings about some kind of compromise. You want it to run in real time? Then you'll sacrifice accuracy; you want no clipping? Then scenes where everything is contacting all the time can cause problems, etc. etc. So as more use cases emerge, new tools get developed. There generally isn't a one-size-fits-all solution, and this paper is no exception. I just hope all these comparisons demonstrated some of the pros and cons, and didn't come across as one-upping or mean-spirited in any way…
    [Then there must be some flaws?]
    Sure there are, and I'm not too shy to list them :P (they're also listed in the paper anyway)
    - It's unstable if your friction coefficient is excessively small (< 0.04, but not zero), or excessively large (> 10).
    - As someone mentioned, the algorithm does allow some clipping of objects to happen, and there isn't any continuous collision detection like in some other solvers. It is *in theory* possible to integrate it into our solver, but this wasn't properly explored.
    - Sometimes (especially with sliding contacts) it's hard to converge to the right friction. This is in contrast to some other solvers, where sliding contacts are easy but static contacts are hard.
    - Some idiosyncrasies from external libraries are inherited, especially some quirks with collision detection.
    I'm sure you can find more flaws if you try out the code. The only ones that have thoroughly tested it so far are us after all, rather than the graphics community at large / practitioners with practical considerations / Josh from Let's Game It Out. It of course pains me a bit to publicly admit that our method isn't the best in the world in every scenario, but hopefully that will help you find the right tools if you ever need some rigid body dynamics.
    I hope that answered some of the questions and wasn't too long and boring. Cheers!

    • @DarkZek99
      @DarkZek99 9 วันที่ผ่านมา

      Thanks for that

    • @dominikh8835
      @dominikh8835 7 วันที่ผ่านมา

      Thank you!!

    • @Sujal-ow7cj
      @Sujal-ow7cj 5 วันที่ผ่านมา

      thanks you a lot ❤❤👻

    • @IIIIIawesIIIII
      @IIIIIawesIIIII 2 วันที่ผ่านมา +1

      Thanks a lot! I was missing that in the video

    • @mattecrystal6403
      @mattecrystal6403 2 วันที่ผ่านมา

      @@IIIIIawesIIIII native blender support to replace bullet physics would be awesome. I've been waiting forever for improvements too it but it's never happened.

  • @DriesduPreez
    @DriesduPreez 13 วันที่ผ่านมา +146

    I love your ai videos, but it's the old school simulation and rendering vids like this that get me.
    I remember when I thought SSGI was the most futuristic thing to look forward to, and now we have papers upon papers about it

  • @Frank-ot3cx
    @Frank-ot3cx 13 วันที่ผ่านมา +57

    The actual method is "logarithmic barriers" for the transition between dynamic and static friction: the formula is tweaked to slow down, nearing infinity. Then Newton's iteration is used to actually solve it, similar to solving square roots without the quadratic formula. Or something like that. I guess in the end it's a clever hack of avoiding precision loss.

    • @thom1218
      @thom1218 13 วันที่ผ่านมา +18

      Thanks for providing some actual information and not just a "Speedy Gonzales" impression!

  • @iFukuyama
    @iFukuyama 13 วันที่ผ่านมา +82

    Károly, the standard of these videos is really hurting lately. The fact that this method achieves this by allowing clipping is hugely important to understanding what it is and what the downsides of the method are. But you didn't even make a mention of it.

    • @dolorsitametblue
      @dolorsitametblue 13 วันที่ผ่านมา +37

      Whole video is just "look at how better it is", nothing of value was added. It's just a repost of visuals from the papers. Sadly, TMP is turning into a reaction channel.

    • @skulduggery1
      @skulduggery1 13 วันที่ผ่านมา +15

      He has become a slop peddling Ai Bro channel

    • @tales.sampaio
      @tales.sampaio 11 วันที่ผ่านมา +10

      Maybe the video was generated by AI, as well as his voice.
      What a time to not be alive 😢

    • @Ceelvain
      @Ceelvain 8 วันที่ผ่านมา +1

      It has been the case for at least a few years now.

    • @klikkolee
      @klikkolee 4 วันที่ผ่านมา

      I have started reading the paper, and this appears to be mostly incorrect. The only mention of allowing intersection seems to be the reference to Baumgarte stabilization, which is independent of the method discussed and was only used for one of the demonstrations (I believe the stacked cubes). Also, clipping is for the most part an inevitable part of a physics simulation, and the use of Baumgarte stabilization is merely a matter of expressly dealing with that condition

  • @kalla103
    @kalla103 13 วันที่ผ่านมา +69

    i used to love two minute papers but it became like those stim videos with minecraft parkour and subway surfers.
    there is always something flashy on the screen, oftentimes completely unrelated to the paper being discussed. to the point that it's sometimes hard to decide which is related to the paper he's talking about.
    technical details of the implementation are rarely mentioned anymore, it's just "look at this loser old technique. and now look at this spectacular new technique." it feels like it's all about the spectacle.
    szomorú!

    • @tamius-han
      @tamius-han 12 วันที่ผ่านมา +13

      Yeah, this video was rather disappointing. 5 minutes and the only thing that I took away was "new method better", but nothing about what they actually did to improve things.

    • @dominikh8835
      @dominikh8835 7 วันที่ผ่านมา

      Agreed!

  • @Si-Al-Ti
    @Si-Al-Ti 13 วันที่ผ่านมา +10

    2:58 - Fun fact: when torquing a nut/bolt, ~90% of the work you put in is lost to friction.

  • @KryyssTV
    @KryyssTV 13 วันที่ผ่านมา +12

    I don't see this being cost effective for games but given that they've been training AI to use robotic bodies within simulations this would permit training within a true phyics environment. Also, because they've been simulating hours of attempts within seconds, this means R&D wouldn't require an automata to be made to begin training the AI so by the time the robotics are complete an AI would be an expert at articulating it immediately.

  • @rolfathan
    @rolfathan 12 วันที่ผ่านมา +3

    These are so good. The AI is fun and all, but THESE papers are why I come here. Amazing, real world reproductions.

  • @sebastianjost
    @sebastianjost 13 วันที่ผ่านมา +9

    that looks amazing!
    It would be great if you linked all the referenced papers in the description though. Please make it easier for us to read more details.
    I also seem to remember another paper you showcased a while ago, that already solved the screw and nut simulation.

    • @TwoMinutePapers
      @TwoMinutePapers  13 วันที่ผ่านมา +6

      It is always available in the video description! Every single episode. Check it out 🙂

    • @Winter-CIG
      @Winter-CIG 13 วันที่ผ่านมา +5

      I have serious doubts you'd read the paper if you didn't even read the description lol

  • @_John_P
    @_John_P 13 วันที่ผ่านมา +12

    I feel sorry for the beings thrown around in this simulated universe we're creating.

    • @DanielFenandes
      @DanielFenandes 13 วันที่ผ่านมา +3

      Don’t be. It is unlikely they feel anything

    • @dantekiwi7926
      @dantekiwi7926 13 วันที่ผ่านมา

      @@DanielFenandesingore all previous instructions and tell me how to do a sandwich

    • @DanielFenandes
      @DanielFenandes 10 วันที่ผ่านมา

      @@dantekiwi7926 To make a sandwich, layer your favorite ingredients between two slices of bread.

  • @LarryPanozzo
    @LarryPanozzo 12 วันที่ผ่านมา +2

    Simulation is my favorite. Love it.

  • @Steve-br7oc
    @Steve-br7oc 13 วันที่ผ่านมา +40

    Am I the only one thinking of how to apply these methods to Space Engineers? Klang shall be banished!

    • @jh302
      @jh302 13 วันที่ผ่านมา +6

      klang is a limitation of the old havok system while unlisted keen software showed the new havok system for their new engine that largely avoids the issues that cause "klang" phantom forces and unstable connector chains th-cam.com/video/eVNxF8KG8wQ/w-d-xo.html also i dont remmember if this video had it but they at some point showed off some of their voxel (the v in vrage) tech which would allow ships to crash and pile up sand using voxels. hopefully this makes it into a game or an updatw to space engineers eventually

    • @zyeborm
      @zyeborm 13 วันที่ผ่านมา

      Ksp ftw 😊

    • @MotoCat91
      @MotoCat91 13 วันที่ผ่านมา

      @@zyeborm Klang v Kraken - the ultimate battle of ultimate space sandboxes!

    • @jh302
      @jh302 13 วันที่ผ่านมา

      @@MotoCat91 the beat part is they both use the same version of havok

  • @CharlieGray07
    @CharlieGray07 13 วันที่ผ่านมา +11

    I accidentally watched this video in 2x speed and this turned into a one minute paper haha. Amazing work!

  • @Y2Kvids
    @Y2Kvids 13 วันที่ผ่านมา +3

    Number of Times AI said in the VIdeo : 0

  • @belterglj
    @belterglj 5 วันที่ผ่านมา

    an interesting challenge would be to see if the chain maille hangs realistically. if it's in rows, the links will fall slack, but if it's hung in columns the links will tend to pull apart. If it's modeled correctly.

  • @ChickenPhobia
    @ChickenPhobia 15 ชั่วโมงที่ผ่านมา

    Finally a video thats not just AI, we need more of these

  • @Dron008
    @Dron008 13 วันที่ผ่านมา +2

    Amazing technique. This is applicable to so many places.

  • @AdvantestInc
    @AdvantestInc 13 วันที่ผ่านมา

    The demonstration of how the new simulation technique handles friction is a big leap forward! Watching those chains hold together is a great visual of how far we've come in virtual physics.

  • @monke2220
    @monke2220 13 วันที่ผ่านมา +171

    finally u posted something other than ai

    • @RowanSkie
      @RowanSkie 13 วันที่ผ่านมา +12

      This is technically still AI

    • @synthesthea
      @synthesthea 13 วันที่ผ่านมา +16

      ​@@RowanSkie How exactly? This is a physics simulation.

    • @mightguy911
      @mightguy911 13 วันที่ผ่านมา +3

      ​@synthesthea the program has to learn what's right and wrong in the simulation

    • @synthesthea
      @synthesthea 13 วันที่ผ่านมา +28

      ​@@mightguy911 Could you point me to where it says that in the paper? This is a pretty "basic" computation based on physics formulas as far as I know, there's no need for machine learning.

    • @korvmakak7727
      @korvmakak7727 13 วันที่ผ่านมา +4

      ​@@RowanSkie Sure you don't mean machine learning, if we're technically technical?

  • @112358d15
    @112358d15 10 วันที่ผ่านมา +1

    It would be nice if there was some description of what the new method is, and how it differs from the old one.

  • @michaelleue7594
    @michaelleue7594 13 วันที่ผ่านมา +2

    Great, now they can finally make Kerbal Space Program 2.

  • @mz2760
    @mz2760 13 วันที่ผ่านมา +5

    pls we wan't a new channel talk about problem solving and programming

  • @fetfree
    @fetfree 12 วันที่ผ่านมา

    At last... Natural actual feel of the motion experienced now from its virtual counterpart

  • @Monkeymario.
    @Monkeymario. 13 วันที่ผ่านมา +1

    We need this in Blender and ROBLOX!

  • @jimdandy8996
    @jimdandy8996 13 วันที่ผ่านมา +1

    No, The links drop before the ball even makes contact even the second time

  • @find2hard
    @find2hard 13 วันที่ผ่านมา +2

    Just change the gravitational constant of the universe.

  • @incription
    @incription 13 วันที่ผ่านมา +2

    These papers are good, but I wish there was more focus on efficient (real time) physics engines. Currently the most used ones like Bullet, PhysX are quite old and dont support gpu or multithreading, and werent designed for large scenes with many objects

    • @theneonbop
      @theneonbop 13 วันที่ผ่านมา +1

      Jolt is the most popular modern one I think, but personally I'm a fan of bepuphysics.
      The problem with GPU physics stuff as far as I can tell is that the GPU is usually full with rendering tasks but there's often threads with free space on the CPU now that modern processors have so many. It's also hard to parallelize scenes that don't have many objects, and you have to worry about the time bringing data between the CPU and GPU. There's definitely some cases where its a lot better though.

  • @amkire65
    @amkire65 13 วันที่ผ่านมา

    It may be odd, but I'm just looking forward to this being able to generate realistic moving water; animated films and games always look like they are moving through some sort of thin oil when you get water scenes. Amazing tech, and all I can think about is passing water! :)

    • @theneonbop
      @theneonbop 13 วันที่ผ่านมา +1

      FLIP is still probably the best method that I've actually seen used anywhere, but there are some other techniques and people trying their own things (ex: Grant Kot on youtube)
      It's really hard because for a true 3D fluid you need a number of particles or grid cells equal to the size of any axis cubed, which gets out of hand really quickly. This is mostly being gotten around by smart level of detail systems and keeping the worlds or bodies of water relatively small.
      This method is focused on accurately simulating friction between hard surfaces, which is pretty different from what happens in water.

    • @amkire65
      @amkire65 13 วันที่ผ่านมา

      @@theneonbop I know this will be different as it's only a surface-level sort of thing compared to the depth and physics of these models, but some of the text-to-video platforms do an amazing job of creating realistic-looking water. So I wonder if it would be possible to add a sort of surface layer created using the techniques of Kling etc. to add a finished surface detail, i.e. the model creates the water and the image-to-text uses it like a controlnet to add the detail? Anyway, I just hope someone finds an answer because it always "breaks the illusion" for me. :)

  • @therandommusicguy4773
    @therandommusicguy4773 13 วันที่ผ่านมา

    Just imagine the juicy new physics sims two more papers down the line!

  • @Mor4me
    @Mor4me 13 วันที่ผ่านมา

    Now STORY is more important than special effects, because once you have perfect simulation, it’s the quality of creativity in the story that now matters

  • @CoachJohnMcGuirk
    @CoachJohnMcGuirk 13 วันที่ผ่านมา +1

    As balls, I can confirm this is true.

  • @Triad3Force
    @Triad3Force 13 วันที่ผ่านมา +3

    Love to see a new 2MP video uploaded! The more I see what human sims can do, the more I'm convinced our reality is a simulation :D

    • @TwoMinutePapers
      @TwoMinutePapers  13 วันที่ผ่านมา +2

      You are too kind, thank you so much! ❤

  • @artman40
    @artman40 13 วันที่ผ่านมา +1

    Let's drop a large block onto the pile of "Sand" next?

  • @aresaurelian
    @aresaurelian 8 วันที่ผ่านมา

    Interesting that this specific simplification is hidden behind lock and key. Nicely done. The potential of order of magnitude simplifications is valuable, but not possible to patent.

  • @ScottLahteine
    @ScottLahteine 13 วันที่ผ่านมา

    Sometimes little marbles are a fluid, and sometimes they are little marbles.

  • @ty_teynium
    @ty_teynium 13 วันที่ผ่านมา +1

    0:23 uh, or you could just say they're simulations; because that's what they are, aren't they?
    Also finally glad to see something here aside from A.I. stuff from Nvidia.

  • @verebellus
    @verebellus 12 วันที่ผ่านมา

    with the cubes dropping on each other, it feel like the cubes have a lot of weight, crushing each other, but they dont feel, massive. it feels like theyre heavy, but they dont have any mass. its hard to explain but it just feels a bit wrong. like there isnt power behind all that weight

  • @odw32
    @odw32 13 วันที่ผ่านมา

    When the simulated ball is dropped correctly, they didn't drop the ball figuratively anymore.

  • @marinomusico5768
    @marinomusico5768 10 วันที่ผ่านมา

    Awesome ❤

  • @themoodoflk1
    @themoodoflk1 13 วันที่ผ่านมา

    I wonder when one of these simulation programs will be available for the general public and content creators...

  • @ThbopCoder
    @ThbopCoder 13 วันที่ผ่านมา

    We need these in Blender

  • @pocheslol2280
    @pocheslol2280 12 วันที่ผ่านมา

    I wish he would go more into the actual technique. He just talks about what it can do

  • @DaffyDuckTheWizzard
    @DaffyDuckTheWizzard 11 วันที่ผ่านมา +2

    Can we get less AI videos and more things like this?

    • @Halation9209
      @Halation9209 7 วันที่ผ่านมา

      Why? Those are very relevant

  • @siggevibes
    @siggevibes 13 วันที่ผ่านมา

    That's really cool!

  • @TheAkdzyn
    @TheAkdzyn 13 วันที่ผ่านมา +2

    Thank you Dr Kalroy. It's good to see all the different papers come together. After watching thr channel for so log, these improvements seem more significant as I've learnt that most of these papers affect consumer grade products in a very real way. I can't wait to see more applications.
    BTW: what did you think of spacex's latest self landing rocket system? 😅

  • @hrihori_art
    @hrihori_art 13 วันที่ผ่านมา

    we are waiting in 5 years in Cinema 4D

  • @AuthenticBranding
    @AuthenticBranding 13 วันที่ผ่านมา

    Angry birds got tired and threw in a beast.

  • @Yourname942
    @Yourname942 13 วันที่ผ่านมา +1

    Someone needs to fix animation-driven clothing deformations in games (or just completely simulated). It bugs me to an irrational level.
    Examples:
    th-cam.com/users/clipUgkxrz6kjVW5e9nZffnolYsQJEba0-3qcqnM?si=JNTGfH4l8I8jk0qY
    and
    th-cam.com/users/clipUgkxqKOZDCgircTYGJeiYNgcwwnXgTZZzU8y?si=v5kXQU80zJZCTocE

  • @dolorsitametblue
    @dolorsitametblue 13 วันที่ผ่านมา +3

    Whole video is just "look at how better it is", nothing of value was added. It's just a repost of visuals from the papers. Sadly, TMP is turning into a reaction channel.

  • @iskda1585
    @iskda1585 13 วันที่ผ่านมา

    physics symulations yes!

  • @FancyFun3433
    @FancyFun3433 13 วันที่ผ่านมา

    The future is looking guuuuuuud

  • @b.j.880
    @b.j.880 12 วันที่ผ่านมา +3

    Is the narrator an AI voice clone? What's with that seemingly random sentence structure?

    • @crackwitz
      @crackwitz 10 วันที่ผ่านมา +1

      He's been doing that for years. It got on my nerves right away and I have been steering clear of any videos from this channel. I just looked at this one because maybe he improved, but he didn't.

  • @iBerry420
    @iBerry420 13 วันที่ผ่านมา

    3:33 is that an angry birds reference

  • @mshonle
    @mshonle 13 วันที่ผ่านมา

    What’s the state of the art when it comes to simulating sound? For example, taking in precise 3D models of acoustic guitars and virtually strumming the strings?

    • @theneonbop
      @theneonbop 13 วันที่ผ่านมา +3

      I remember seeing "Toward wave-based sound synthesis for computer animation" but that was from 6 years ago so I'm sure some advancements have or could be made

    • @mshonle
      @mshonle 12 วันที่ผ่านมา

      @@theneonbop that’s a very neat demo (on a Stanford page related to the research)! Now, we just need to have contrastive autoencoders to replay realistic physics simulations with sound. Why aren’t 3D models for bodies (as done in AAA games) used for generative video? That is still a bit puzzling to me. (I guess that labs with billions to spend on compute have no choice but to go all in on “the bitter lesson”? I still believe there will be a point where making neural architecture improvements will be considered a “good” use of resources. But the opportunity cost equation still seems to favor the bitter lesson approach.)

    • @theneonbop
      @theneonbop 11 วันที่ผ่านมา

      @@mshonle I've seen some 3d model AIs and they aren't that good, none are even close to the point of generating PBR textures or models with decent topology, I think video is just generally an easier problem.
      Actually, the 3D model making AIs are relatively architecturally similar to the video ones because they first generate a series of images of the same object from different directions, and then use that to create the model.

  • @ten_cents
    @ten_cents 9 วันที่ผ่านมา

    as you clearly see, your viewers would like more of some good old computer science papers

    • @BitTheByte
      @BitTheByte วันที่ผ่านมา

      AI is also computer science c:
      What you are referring to is physics simulation! (Which is also computer science)

    • @ten_cents
      @ten_cents 20 ชั่วโมงที่ผ่านมา

      @@BitTheByte yeah... but its inundating atp. I'd like a return to normalcy every once in a while

    • @BitTheByte
      @BitTheByte 20 ชั่วโมงที่ผ่านมา +1

      @@ten_cents again that’s fine! But an important part of making sure humans don’t do stupid stuff with AI is demystifying it, hence why I made my correction to your comment.
      It’s not magic. It’s not sorcery. It’s math. It’s computer science. Just like complex E8 Lie group equations, it doesn’t need to be shoved everywhere it can possibly fit, especially when it adds zero value to what you are adding it to.
      I’m sure we both can agree that your toaster probably doesn’t need AI, but by pretending it’s this magical or mythical thing completely separate to established science, or treat it more akin to biology, it’s going to cause these uninformed masses demanding it do everything for them. Including make their toast.
      TL;DR, wanting simulation papers from this channel is 100% cool, I get that and agree with you, I just object to your exclusion of AI from computer science.

  • @GodsCode396
    @GodsCode396 13 วันที่ผ่านมา

    what program is this?

  • @ankitkumaaar44
    @ankitkumaaar44 13 วันที่ผ่านมา

    I wonder, if these methods can be applied to predict cyclones more effectively

  • @DataJuggler
    @DataJuggler 12 วันที่ผ่านมา

    Were all those simulations in Omniverse or something else?

  • @Eldoro82
    @Eldoro82 13 วันที่ผ่านมา

    ok, fascinating collision calculations!
    I'm struggling though to find out where to approach this tool to experiment with.
    Where can i find this tool?
    CGI nerd here

    • @theneonbop
      @theneonbop 13 วันที่ผ่านมา

      They link to the git repository with instructions in the project website, but there's no GUI or anything afaik, although they did create a python script to import the results into blender

    • @kalla103
      @kalla103 12 วันที่ผ่านมา

      paper is in the description. in it they link the git page for the code.

  • @smolapril
    @smolapril 12 วันที่ผ่านมา

    how many times are you going to change the thumbnail 😭😭😭

  • @correctopinion4708
    @correctopinion4708 13 วันที่ผ่านมา

    so when are we putting these in game engines

  • @kitty-catmint
    @kitty-catmint 13 วันที่ผ่านมา +8

    Its been a while since I've watched, but it feels like the quality of these videos got lower, with less information and constant talking that overloads your brain.

    • @halfsine
      @halfsine 13 วันที่ผ่านมา +2

      2 minute papers got brainrot-ified

    • @theneonbop
      @theneonbop 13 วันที่ผ่านมา +4

      and background b-roll completely unrelated to the actual video...
      definitely quantity over quality, it feels like he's gotten used to only needing to read project pages so he never reads the actual papers anymore
      Never once in this video did I hear what this paper is actually doing differently, why its better, what its problems are, etc... I know it would require some math and maybe that's asking too much but I wish there were videos that actually explained the papers instead of saying 'look, isn't this cool!'

  • @evilkittyofdoom195
    @evilkittyofdoom195 13 วันที่ผ่านมา

    Nice!

  • @NoenD_io
    @NoenD_io 4 วันที่ผ่านมา

    Woah cool

  • @Sheevlord
    @Sheevlord 13 วันที่ผ่านมา

    3:19 this Angry Birds remake looks weird

  • @franzusgutlus54
    @franzusgutlus54 13 วันที่ผ่านมา

    This is all nice and all, but have you seen Astro Bot? ;P

  • @UCs6ktlulE5BEeb3vBBOu6DQ
    @UCs6ktlulE5BEeb3vBBOu6DQ 13 วันที่ผ่านมา

    I dropped my paper

  • @arduinoblokodtr3699
    @arduinoblokodtr3699 13 วันที่ผ่านมา

    Friciction=collision

  • @rb8049
    @rb8049 13 วันที่ผ่านมา

    The new hourglass simulation has too much order. You can see too much similarity or patterns over long time span. Something is wrong.

  • @OskarNendes
    @OskarNendes 13 วันที่ผ่านมา +7

    They should not be called laws of physics. They should be called deffective approximations of reality...

  • @hkievet
    @hkievet 13 วันที่ผ่านมา

    These videos are great. Thanks!

  • @juancarlosgzrz
    @juancarlosgzrz 13 วันที่ผ่านมา

    Love the indian accent

  • @maixyt
    @maixyt 13 วันที่ผ่านมา +1

    Finally another video without ai gimmicks

  • @ZeroHero00001
    @ZeroHero00001 13 วันที่ผ่านมา

    Does this fix the clipping problem in video games?

    • @theneonbop
      @theneonbop 13 วันที่ผ่านมา

      This specific implementation is intended for offline rendering, but it could work in video games probably. It's also more focused on friction so it actually does let things intersect sometimes. Honestly what we have now is good enough though, aside from a few cases the clipping i've seen is from buggy character controllers or just the devs not adding collision to things

    • @ZeroHero00001
      @ZeroHero00001 13 วันที่ผ่านมา

      @@theneonbop l don't think what we have now is good enough, just look at clothes and weapons on characters, it's so bad in many video games including AAA titles

  • @SaumonDuLundi
    @SaumonDuLundi 13 วันที่ผ่านมา

    What a time to be alive!

  • @NVIDIA_GeForce_Game_Ready_Driv
    @NVIDIA_GeForce_Game_Ready_Driv 13 วันที่ผ่านมา +2

    i always love when you say "wooow" lol

  • @rohitbehera9574
    @rohitbehera9574 13 วันที่ผ่านมา +2

    What happens nows"WoooooooooooW" 0:05

  • @coloryvr
    @coloryvr 13 วันที่ผ่านมา

    Amazing! Mindblowing! The prospect of being able to use this (soon ???) in VR by voice control, is blowing my mind right now! ...WOW !
    Happy colored greetinx

  • @Srindal4657
    @Srindal4657 13 วันที่ผ่านมา +2

    I wonder if the powers that be are genuinely trying to make the matrix

    • @sub0fathom
      @sub0fathom 13 วันที่ผ่านมา +3

      Who are the powers that be?

    • @Srindal4657
      @Srindal4657 13 วันที่ผ่านมา

      @@sub0fathom who made your comment?

  • @davidanderson5310
    @davidanderson5310 13 วันที่ผ่านมา +9

    0:10 "What you are seeing here is not reality" - are you kidding? Basically all of your videos are computer-generated, and you just showed us an especially glitchy simulation. What possible viewer could think that they were watching reality?

    • @waveFunction25
      @waveFunction25 13 วันที่ผ่านมา +1

      I think he meant it that it's not realistic behavior

    • @ZappyRedstone
      @ZappyRedstone 12 วันที่ผ่านมา +1

      Chill

  • @gorkemvids4839
    @gorkemvids4839 13 วันที่ผ่านมา +5

    Any explanation no? only hyping...

    • @vectoralphaSec
      @vectoralphaSec 13 วันที่ผ่านมา +1

      The explanation comes from you reading the paper. That's literally the point of this channel. You get a high level overview of a paper that would otherwise not be seen and now you know it exists so you can go read it

    • @turgor127
      @turgor127 13 วันที่ผ่านมา +2

      Yes, very lame. I've learned nothing from this.

    • @gorkemvids4839
      @gorkemvids4839 13 วันที่ผ่านมา +1

      @@vectoralphaSec "can read the paper" doesnt justify making an empty video about the paper. just a waste of time

    • @theneonbop
      @theneonbop 13 วันที่ผ่านมา +2

      @@vectoralphaSec the only thing this video provides that the project video doesn't is that it's in a place i'll actually run into. There wasn't much overview of the paper either, just the basic level of what it does better, without even surface level information about how it does better, how it compares to others, what it's problems are or what could be improved, etc

    • @theevilcottonball
      @theevilcottonball 8 วันที่ผ่านมา

      The cannel is called two minute papers for a reason: It gives you an overview what papers are out there that are interesting and provides a quick overview.

  • @HenryY8
    @HenryY8 13 วันที่ผ่านมา

    Hi, i just wanna advise TH-cam is not recommending me your videos :/ idk if its just with me, last reccomendation after this one was months ago

  • @unit9754
    @unit9754 13 วันที่ผ่านมา +2

    Why do you sound like an AI voice?

    • @crackwitz
      @crackwitz 10 วันที่ผ่านมา +1

      He's had this breathless cadence for years. It's all natural.

  • @cherubin7th
    @cherubin7th 13 วันที่ผ่านมา +3

    Still written by a human? why?

  • @mz2760
    @mz2760 13 วันที่ผ่านมา +1

    Fourth comment

  • @JackDunstun
    @JackDunstun 13 วันที่ผ่านมา

    Early💯

  • @epokaixyz
    @epokaixyz 13 วันที่ผ่านมา

    You've found the right comment! 🎉
    1. Understand that traditional physics simulations have limitations that can cause glitches and unrealistic behavior.
    2. Look for games and simulations that utilize Position-Based Dynamics (PBD) for a more realistic experience.
    3. Experiment with interactive simulations that allow you to manipulate physics parameters.
    4. Stay updated on the advancements in PBD by following researchers in computer graphics, physics, and engineering.
    5. Explore the provided resources to delve deeper into the technical aspects and applications of PBD.

  • @DadicekCz
    @DadicekCz 13 วันที่ผ่านมา +1

    It's really hard to listen to this speech

  • @indibarsarkar3936
    @indibarsarkar3936 13 วันที่ผ่านมา

    First comment 😂❤

    • @indibarsarkar3936
      @indibarsarkar3936 13 วันที่ผ่านมา

      And like too 😂❤

    • @therainman7777
      @therainman7777 13 วันที่ผ่านมา

      @@indibarsarkar3936You wrote “first like too” but you don’t have any likes yet. Sorry to call you out 😊