Bless the mathematicians of the world for being into and good with numbers. I'm completely terrible at programming and maths but am grateful other people are 😄
That last one.... Im speachless. Very impressive. Watched allot of these lately & am stunned at how few views they get. keep going guys, & ignore the people that are like "i can run that in real time with my nvidia doobly doo".
According to their paper published at cg.informatik.uni-freiburg.de/publications/2019_TOG_strongCoupling.pdf, the per-frame computation times on a 16-core 3.1 GHz Intel Xeon workstation are: 0:30 Orion splashdown -- 0.39 s 0:54 propeller pump -- 1.43 s 1:37 moored buoys -- 18 min 2:10 AR scene -- 3.84 s for 1 ms time steps and 7 iterations/step and 7.98 s for 0.25 ms time steps and 1 iteration/step (unclear which of either is shown in the video) 2:30 Armadillo drain -- 58 s 3:02 water gate -- 15 min 3:35 nut and bolt -- 19.9 min 4:16 duck production -- 13.2 s 4:46 armadillo pool -- 9 s 5:12 valley -- 6 min 6:22 thank you -- 20 ms 😉
@@photonzoo816 Just to be clear, these are PER FRAME! Since the process was most likely 50 frames per second, that means the valley scene is 6 minutes per frame, multiplied by 50 frames per second, all multiplied by 60 seconds. So is that 300 hours to render that one minute???
@@dududadadede96 Yep, you're right. That scene took them over 300 hours to compute (it consists of several cut-scenes taken from different camera angles, so we don't precisely know the actual "wall clock" time). This is the reason why I ironically gave the per-frame "compute" time of the final "Thank you" scene as only 20 ms, since the video runs at 50 fps.
Having said that, for the final Valley scene to run in realtime, we'd need compute resource over 10,000 times faster than today's CPUs. Using a, say, 4 x 2080 Ti system or such might buy us maybe a factor of 200 or so, hence we could arrive at maybe 1 fps using that configuration... I want a few NVIDIA DGX-2's! (www.nvidia.com/en-us/data-center/dgx-2 ) 😂
Kann man sich bei euch eigentlich bewerben? Ich persönlich wohne auch in Deutschland und bin sehr interessiert im Umgang mit Physics und Animationen (hauptsächlich in Blender) bin aber im Moment noch etwas zu jung dafür.
I'm genuinely impressed with the quality of most published works in computer graphics. It's often clearly written and visually astonishing! paper link: animation.rwth-aachen.de/media/papers/63/2019-TOG-StrongCoupling.pdf
I'm afraid we'll never have game playing that kind of graphics in the coming century, it's too computing intensive and we've already reached the limit of transistor size.
10/10 There were enough Armadillos
They should have added more. 9/10
1x1
I'm a simple man, I see Interlinked SPH Pressure Solvers for Strong Fluid-Rigid Coupling, I click.
I could watch these all day. I'll never stop being blown away by the progress being made in CGI, and by the minds who make this stuff!
Bless the mathematicians of the world for being into and good with numbers. I'm completely terrible at programming and maths but am grateful other people are 😄
I just simply love this stuff! Excellent work all!
Disappointed I didn't get to see the armadillos overflow further... That was so satisfying...
i don’t know how i got here but it’s 2am and I’m throughly enjoying myself
Duck production is strangely satisfying
Looks great! With the foam it would've been super realistic!
This is incredible! Keep up the good work
Simply amazing and I spied the blender 2.8 code quest keychain!
4:18 So that's the place all these ducks come from!
That last one.... Im speachless. Very impressive.
Watched allot of these lately & am stunned at how few views they get.
keep going guys, & ignore the people that are like "i can run that in real time with my nvidia doobly doo".
3:47 THERE ARE SO MANY PARTICLES I CANT EVEN
That is just INSANE!!! How long do these take to compute?
According to their paper published at cg.informatik.uni-freiburg.de/publications/2019_TOG_strongCoupling.pdf, the per-frame computation times on a 16-core 3.1 GHz Intel Xeon workstation are:
0:30 Orion splashdown -- 0.39 s
0:54 propeller pump -- 1.43 s
1:37 moored buoys -- 18 min
2:10 AR scene -- 3.84 s for 1 ms time steps and 7 iterations/step and 7.98 s for 0.25 ms time steps and 1 iteration/step (unclear which of either is shown in the video)
2:30 Armadillo drain -- 58 s
3:02 water gate -- 15 min
3:35 nut and bolt -- 19.9 min
4:16 duck production -- 13.2 s
4:46 armadillo pool -- 9 s
5:12 valley -- 6 min
6:22 thank you -- 20 ms 😉
@@photonzoo816 Just to be clear, these are PER FRAME! Since the process was most likely 50 frames per second, that means the valley scene is 6 minutes per frame, multiplied by 50 frames per second, all multiplied by 60 seconds. So is that 300 hours to render that one minute???
@@dududadadede96 Yep, you're right. That scene took them over 300 hours to compute (it consists of several cut-scenes taken from different camera angles, so we don't precisely know the actual "wall clock" time). This is the reason why I ironically gave the per-frame "compute" time of the final "Thank you" scene as only 20 ms, since the video runs at 50 fps.
@@dududadadede96 Several minutes per frame sounds realistic.
Having said that, for the final Valley scene to run in realtime, we'd need compute resource over 10,000 times faster than today's CPUs. Using a, say, 4 x 2080 Ti system or such might buy us maybe a factor of 200 or so, hence we could arrive at maybe 1 fps using that configuration... I want a few NVIDIA DGX-2's! (www.nvidia.com/en-us/data-center/dgx-2 ) 😂
Imagine having this fidelity of simulation in a video game. No one would be playing the game..they'd be 'interacting' with everything
Please do more viscous vs fluid videos! The clip in this video was so satisfying XD
Guys play the video at 1.5x speed. More realistic
Outstanding results
That stuff at 01:42 is wonderful !
Very nice results.
5:33 The compression! You can see it when it pauses.
When the armadillos started spilling I felt only primal panic in my heart
this looks great, but also i'm still reeling over 'duck production'
4:19 that's cool
How interact the sph particles with the rigidbodies?
That was awesome!
The good thing is that 1 day every PC will make it, atleast I hope so
Imagine the face of people who were doing the first computer simulations back in the early 80s when computers were still emerging if they saw this...
I imagine they’d be thrilled.
5:00 Your marshmadillo is melting.
i swear someday somebody will make a living sentient creature in fucking blender
I see all these videos like this but I see no information about how, where to download the plugin or program for these methods.
2:18 Well someone supported the Code Quest
3.84s per frame, this is not a real-time simulation. However, very cool.
In the armadillo scene, one viscous armadillo drop disappears.
That impressed me!
5:30 OH MY GOD ARE THOSE binosaus
All scenes added up, how long did this take to render??? And on what specs??
How can I reproduce the results? Is the code public or do I have to buy it?
TH-cam: Do you want to see something that you don't understand Me: Uhh, sure My brain: WTF IS ALL THESE SYMBOLS
Hello, does this method could predict turbulent flow behaviour?
Looks Great! Maybe a little too heavy / viscous to be 100% like water.
i could watch duck production forever
Me: Scrolls through my Recommendations at 3am
TH-cam Algotithm: You will probably enjoy THIS:
Kann man sich bei euch eigentlich bewerben? Ich persönlich wohne auch in Deutschland und bin sehr interessiert im Umgang mit Physics und Animationen (hauptsächlich in Blender) bin aber im Moment noch etwas zu jung dafür.
What is the cause of that vibration 4:05?
I´m wondering if is possible to simulate air using this pressure solver...
i think air flow is more forgiving than these problems so very likely you could
How would I go about this in blender?
I wanted to see a duck get sucked into the pump
A system of cells interlinked within cells interlinked within cells interlinked within one system
10/10 !!!
I'm genuinely impressed with the quality of most published works in computer graphics. It's often clearly written and visually astonishing! paper link: animation.rwth-aachen.de/media/papers/63/2019-TOG-StrongCoupling.pdf
No one talks about this part, but the rendering is fantastic! How did you render these simulations?
How can I use this in Blender? Is there an addon?
5:15 I want to do this on my pc
Since the time you posted this comment, until now, it still wouldnt have finished rendering.
Imagine this, but with Garrys mod collisiom sounds.
why do manny of this sorts of show of look better than pixa at.
feell like pixa is missing out or not using 3D right
Oh my god
Favourite part 5:11
I'm afraid we'll never have game playing that kind of graphics in the coming century, it's too computing intensive and we've already reached the limit of transistor size.
There's one game I think I know they can run...
nice videos, but you really need to put some music
what software is used to make this simulations?
What software do you used for these animation ?
they developed their own solver. i do not know any tool that is able to do that
report ur baseline soldier. realtime vr 500k softbody interlinked, interlinked.
Bruh so much rendering
It sucks at fluids
Where or how to I get this for Blender?