4 ms·
That looks pretty @%(*ing compelling. Does anyone know how novel this is, and whether it would be computationally feasible to implement in real time (e.g. video
by mizzao 10y ago
That looks pretty @%(*ing compelling. Does anyone know how novel this is, and whether it would be computationally feasible to implement in real time (e.g. video games?)
I could already see it being very useful in for offline 3D animation, such as animated movies.
- jszymborski 10y agoReminds of the work Ken Brakke has done with his Surface Evolver [0]. It's ancient, and it parses files written in it's own weird ini-like language [1] (seriously!?). If only it exposed a decent API (which would lend itself to e.g a python wrapper), it'd be the easiest thing on earth to use. [0] http://facstaff.susqu.edu/brakke/evolver/evolver.html http://facstaff.susqu.edu/brakke/evolver/evolver.html [1] http://facstaff.susqu.edu/brakke/evolver/html/datafile.htm http://facstaff.susqu.edu/brakke/evolver/html/datafile.htm
- batty 10y agoYes, there is a fair amount of similarly and connection in the underlying mesh data structure. In fact, we published a paper on that aspect of the framework at SIGGRAPH a couple years back, which heavily cites the Surface Evolver work. http://www.cs.columbia.edu/cg/multitracker/ http://www.cs.columbia.edu/cg/multitracker/
- bhouston 10y agoIt is novel as it is an accepted paper to SIGGRAPH, generally considered to be the top computer graphics conference. I've pinged Christopher Batty, one of the co-authors, to come here and answer questions. :) Dr. Batty does have experience with offline 3D fluid simulators for movies: https://cs.uwaterloo.ca/~c2batty/ https://cs.uwaterloo.ca/~c2batty/
- batty 10y agoThanks! At this point, since this is really the first version of a new and different technique than is typical in graphics, the method is not near real-time. As you suggest, the offline setting is probably the most relevant for now. We are hopeful that future research may substantially accelerate it.