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SIGGRAPH 2013 Master Thread

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One of the papers that caught my eye this year in a bad way was the pre-computed cloth simulation. Essentially they took a (small) set of known character animations, put a cloak on the character, and precomputed every potential pose for the cloth and saved it in some kind of compressed 70 MB graph structure. Their proposal is that instead of trying to run cloth at runtime, you do it offline (4500 hours for this, if memory serves) and look up the results in the structure.

 

The paper tries to pitch this for upcoming gen real-time, which I find comical. The set of animations is small, the data is enormous to be traversing at runtime, and betting memory against compute power when GPU compute is coming fully into its own is tone-deaf at best -- if not completely insane. (Nevermind the implications to a production pipeline when the animation requires several thousand hours to regenerate.) While the technical aspects of the work may be well done, I really hate the core idea of this work and IMO it's a good example of bad academic work being pitched to industry.

 

So it's keyframe animation given a fancy name?  Yuck.

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Lovely stuff smile.png

Wish I was there, although I'm not quite qualified to be there tongue.png

 

My favorite so far:

Highly Adaptive Liquid Simulations on Tetrahedral Meshes

Edited by Kaptein

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Highly Adaptive Liquid Simulations on Tetrahedral Meshes

Looks like a way of integrating SPH into arbitrary spaces, I guess? I'm not very familiar with fluid simulation work, but the simulation time for their demos is on the order of five hours. That's a bit out of reach sad.png Maybe if they'd precomputed it all and stored it in a giant compressed graph... :D :D

Edited by Promit

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One of the papers that caught my eye this year in a bad way was the pre-computed cloth simulation. Essentially they took a (small) set of known character animations, put a cloak on the character, and precomputed every potential pose for the cloth and saved it in some kind of compressed 70 MB graph structure. Their proposal is that instead of trying to run cloth at runtime, you do it offline (4500 hours for this, if memory serves) and look up the results in the structure.

 

The paper tries to pitch this for upcoming gen real-time, which I find comical. The set of animations is small, the data is enormous to be traversing at runtime, and betting memory against compute power when GPU compute is coming fully into its own is tone-deaf at best -- if not completely insane. (Nevermind the implications to a production pipeline when the animation requires several thousand hours to regenerate.) While the technical aspects of the work may be well done, I really hate the core idea of this work and IMO it's a good example of bad academic work being pitched to industry.

 

Completely agree, and having watched the video (correct me if I'm wrong) it only seems to run through it's precomputed tree, rather than offer any interaction with other obejcts, which would require a much larger data set and even more precomputation time at least.

 

Regardless, here's where the presentations for the Advances in Realtime Rendering course will be posted: http://advances.realtimerendering.com/s2013/index.html

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MeshGit: Diffing and merging meshes for polygonal modeling sounds pretty cool. Version control for asset creation tools has been on my mind for a while now.

Cool idea and work, though as usual for the university crowd they only look at the geometry and ignore all other vertex attributes. The paper includes a throwaway line claiming that including other attributes would be trivial, but I'll believe it when I see it.

 

Jeez, I'm really hating on people's work today. 

Edited by Promit

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