If anyone is interested in a way to take tangential compliance into account my thesis may be of interest:
A long time debian user, I found renderman to be ridiculously awesome. The scale of which a frame can render across a network of random machines…
Not to mention the graphics problems they have solved and optimized to bring to the entertainment industry. It’s like if mathematicians and artists were combined into the head of a hydra.
They have more papers out there.
We take for granted today the problems Pixar and co faced in the 90s. Only now we do it at 300fps.
I think CG sequels, especially as far apart as Toy Story 1 and 4 (24 years!), are a unique thing. It has to be familiar and consistent with previous movies that used older tech, but they can't make a new movie using 24 year old tech, either.
Or rather, Pixar is Disney.
https://www.history.com/.amp/this-day-in-history/walt-disney...
Wasn’t that part of the take over conditions? I seem to recall this from the Steve Jobs bio.
Regardless, the brand “Pixar” gives you different expectations to the story than “Disney “
For example, Mujoco uses a soft contact model where penetrations can happen, this can be undesirable for some use cases but might not really matter for most people. Mujoco also assumes every object in the simulation to be defined beforehand and remain static. This is good for performance (since memory can be preallocated beforehand, some values can be precalculated, etc.) but the drawback is that it's hard to dynamically add/remove/change objects in your simulation. In overall, Mujoco is fine-tuned and intended to be used in robotics simulations, and might have some undesirable properties when used in other applications like games and 3D animation.
Although Baraff's notes for rigid body simulation are more than 20 years ago, it's still roughly the same method used in most game physics engines (PhysX, Havok, Bullet, etc.). It struggles with modelling accurate friction (you can't do that much with LCP constraints), and the contact solver can be unstable at times (especially when CCD comes into the picture), but it's still really performant and "realistic" enough for a wide variety of games and animation.
Impulse-constraint systems have a "boink" problem. Velocities change instantaneously. This looks OK for small objects, but bad for large ones.
The impulse/velocity-based contact model allows to model arbitrary soft contact (using contact force mixing (CFM) and error reduction parameter (ERP) terms), similar to spring-damper or MuJoCo-style contact (for MuJoCo see https://mujoco.readthedocs.io/en/latest/computation.html and https://github.com/deepmind/mujoco). For the last 10 years we use this also for robotics simulation for quadruped robots and robot arm grasping contact. Check out Erin Catto's presentation about re-inventing soft springs in this PDF: https://box2d.org/files/ErinCatto_SoftConstraints_GDC2011.pd...
Furthermore, impulse/velocity-level LCP based constraint solving can be combined with finite element method (FEM) or mass-spring based deformable contact solving if higher-accuracy contact and friction modeling is needed.
https://siggraphcontact.github.io/
Also, look at some recent papers on SIGGRAPH and SCA, such as:
- https://matthias-research.github.io/pages/publications/PBDBo...
- https://mmacklin.com/primaldual.pdf
- https://arxiv.org/pdf/2201.10022.pdf
Note that these are all cutting-edge stuff, and most physics simulations in production still use more traditional methods (which you can learn from Box2D’s source code and related GDC slides). The links:
It was an interactive art thing for kids; had a TV with a maze of transparent PVC pipes mounted on the front with valves (rotary encoders inside). The kids would open and close the valves, and watch the flow of water be redirected on the TV behind.
I worked at Walt Disney Animation Studio (WDAS) for a while and this was the best best explanation of the differences between Pixar and WDAS
From your description you’d expect Disney studio to produce better stories.
Ratatouille and Wall-E, for example, weren't seen as story-telling?