Simulating Cloth in CG 118
monty writes: "Creating realistic clothing in games may not seem that difficult, but according to one of Intel's research programmers it turns out it is very difficult indeed. Intel senior technical marketing manager Dean Macri gave a presentation at the recent AGDC outlining the problems with simulating cloth, and some possible solutions. There is an online presentation (including downloadable source code and a fully configurable executable of the demonstration simulation) at The math is a bit intense, but the implications are that realistic cloth simulation remains out of reach for today's processors."
Monty found it on BigKid, but I couldn't ;)
Red Faction: not *so* great... (Score:1)
You shoot a gun at a wall and it's completely obscured by smoke/dust/whatever, when the dust clears, there's a jagged, unrealistic hole there. Yay.
I've always yearned for a "game" with real physics. I want a world to explore. I don't care much for killing things. I'd just like to run around and see things... Mountains, caves, buildings, trees, cool stuff like that. And if I could interact with it, that would be great. And no, I'm not just asking for Myst...
I was excited when that Jurassic Park game came out with a "complete physics model" where you could supposedly affect everything in your environment. Never played it, heard it sucked. I should have known it was too good (too early) to be true... But someday, of course.
And someone said they don't want realistic stuff, because they're trying to *escape* reality. Well, yeah, I'm trying to escape reality, but that doesn't mean my escape shouldn't be realistic. I do, however, agree with the sentiment that flash, glitz, glamour, and large guns do not good gameplay make. I want a fun, engaging game.
...
Dammit!
Re:...But it's being done with great success (Score:1)
I'm sure that could be combined into a game. Runs like the wind on my K6-2/300 too.
--
Re: (Score:1)
Re:Games which would require cloth rendering? (Score:1)
But this is a very large problem, I can't even predict how fabric will behave all the time and I work with it live and in person.
If this could work, then you could shop for clothes online and see what they look like yourself. There were some attempts at this a while back, but it looked like the child's toy where you mix and match heads and bodies.
Re:Is this really an issue??? (Score:1)
I think it is, but games aren't necessarily the driving issue.
It used to be that CG in commercials and the like was done for creation of impossible scenes: boxing Listerine bottles, smiling ants, and the like. But more recently, CG has been used in subtle ways to the point that we don't know it's CG. Instead of being used to create the impossible, it's used to create the possible, it's just cheaper.
Realistic cloth would help with this, and it might also help with online shopping, as you could get a realistic representation of an outfit with different colors, fabrics, and combinations thereof.
Re:Here's fluid dynamics for you. (Score:2)
Problem isn't that creating dynamic worlds is hard; it's that lightmapping it is killer. Until we get processors capable of real-time dynamic lighting with hundreds of lights, or some other method of mimicking the effect on the fly, games are going to have the same visual flaws that you see here.
James
Re:Simulating cloth/hair is already avaliable. (Score:1)
Simulation of Cloth has been here ... (Score:2)
If I remember correcetly, there was a plugin for 3D Studio Max called Clothreyes. At this time, I can't remember who it was by. It did very good simulation, however.
For example, I managed to place a sphere on the ground, classifify a small plane as cloth, and the plugin allowed it to properly drape over the sphere.
Have a nice day, Rob---
Rob Flynn
Dynamics, clothing, final fantasy, stuff (Score:1)
(you can access the various modes with F2,F3,F4 etc, or just use the pulldown menu at the top-left of the GUI)
You can have a free evaluation version of Maya here [aliaswavefront.com]
Furthermore, I saw some threads about the Final Fantasy movie, about how realistic it is. Well, look over the trailer and guess how heavy the characters are. The sense of weight is well, there is no sense of weight.
This mistake is commonly made in many animations, 2D as 3D. Just take a look at the chariot scene in Dreamwork's Prince of Egypt. It looks like the chariots including horses are less than 20 kilo's each.
Re:This makes perfect sense.. (Score:1)
----------------------------
A small tip for ananova.com (Score:3)
Re:Real time problems only... (Score:1)
Re:...But it's being done with great success (Score:1)
Even before that there have been some amazing demos shown at SIGGRAPH. There is the work of Nadia Thalmann at Miralab [unige.ch] and a cloth simulation paper [acm.org]was the cover of the SIGGRAPH 98 Proceedings. It was by David Baraff and Andrew Witkin, both I think are now at Pixar.
It will still take some time to get realtime cloth simulations, especially for simulating different types of cloths, with good collision detection (self and otherwise) and that it doesn't involve a square pice of cloth like a flag, but something more complex like garnments which are made from shaped pieces. Looking forward to it, but not holding my breath.
Trying clothes on online (Score:1)
So I can't wait for this to take off, so we can read about everybody cracking the yourfit servers to retrieve the model of that intriguing someone special next door...
just a matter of time (Score:2)
Cloth self-collision and response (Score:1)
A much more severe problem lies in self collisions and response. This has not been addressed at all in the article this story linked to. It has also been largely ignored in the litterature: for instance, in the Baraff & Witkin paper in siggraph 98, they describe their solution for this with a short paragraph which, unfortunately for them, clearly highlights that what they did doesn't work :-). For example, they start with the assumption that the initial position of the cloth (ie at the end of the last frame) is a legal state. This means that if something goes wrong, there's no hope of falling back on your feet. Furthermore, the solution at the last frame simply cannot be considered a legal state, because the body has moved, and something has to be done with penetrations with the body. Even if you move the body at the same time step as the simulation (a wise choice), you still end up with this problem. There are also obvious geometric problems with the approach they describe, but it is best described with both hands or at least illustrations so I won't get into that here.
To sum this up, the problem of cloth self-collisions is a very complex one. Pascal Volino has proposed a solution to this at this year's CGI (article in PDF here [unige.ch]), but I have only skimmed through it myself, and others in the field have diverging opinions about it. Ironically though, he proposes a solution to this whole cloth self collision problem using the very same technique that Baraff used for the integration (but failed to use for self collisions).
Stop whining. (Score:1)
One other thing - this isn't just relevent for games, it's more relevent for computer animation in film. Anyways, games are about speed and performance, not high poly count, real cloth simulation won't be around in games for a while, I can assure you. Your personal computer probebly isn't a render farm
Re:Realistic simulation of anything. (Score:1)
So is a vacation. When a vacation can be entirely simulated in a game system, from the overpacking down to the watered down margaritas, that's when our job is complete.
Todays gaming is all about immersing the player into the environment. Soul Caliber and Tekken Tag look good, but it's still not enough. I want to put a VR helmet on my head and actually feel the punches and smell the surroundings. That would be an escape.
-Dave
What is the difference? (Score:1)
------------------------------------
Collin (Rafajafar) C**** (like I would give out my name on
Do CG people get cold? (Score:2)
Now, if all the CG characters were naked you'd have a lot more hair to animate... So perhaps this isn't much of a solution.
-josh
Re:What about NURBS? (Score:1)
The particle system of interaction is different in that it defines a relation between points in space in terms of Physical Forces as opposed to synthetic links. An example of this would be magnetism. NURBs are pure mathematics and do not transfer as well to Physics, so they have no way of describing magnetism. Particle systems, by not relying on connections in space, but forces between points, can simulate the effects of magnetism.
What Dean is saying in his article is that by using relationships between points in space as opposed to the elasticity of lines between points in space, you can create dynamic fabric interactions. If your hand brushes a NURB (and this is a stretch) the NURB would react as one. If it touches a Particle, that particle would react independent of it's peers, but it's peers would react in relation to it's movement. This is why particles are perfect for fluidic interactions while they are not nearly as practical as NURBS are for solid/quasi-solid models.
I'm probably wrong about alot in this responce, so be nice if you are an expert.
------------------------------------
Collin (Rafajafar) C**** (like I would give out my name on
Re:What is the difference? (Score:1)
Maya Cloth is based on the Baraff/Witkin solver which Dean talks about in his article. However, the Maya system is made to be flexible and accurate, not fast. It may not work correctly in certain situations (ie: explode) or may take hours to render particularly if their are a lot of collision objects.
Both of these things are fine in an animation, either restart it or just wait. Neither is acceptable for a game. You need to be fast and robust.
That is where it gets really hard.
-Jeff
Re:Seems like your best bet might be precomputatio (Score:2)
Havok (Score:1)
http://www.havok.com/
See the examples, they are not prerendered instead they use a sophisticated physics engine.
Disclaimer: I dont work for these guys but i know a man who does.
They even have a dancing baby
Re:Simulating cloth/hair is already avaliable. (Score:1)
Actually, you can achieve amazingly realistic cloth simulation in just about all situations with Maya Cloth, however it usually requires some amount of setup work. Maya Cloth is fully capable of simulating realistic clothing that conforms to the 'skin' of a deformable object (or set of overlapping objects) which forms your character.
Additionally, there are numerous cloth properties that you can adjust to simulate just about any type of material like denim, silk, cotton, leather, paper, etc and you can apply different dynamic forces such as wind, gravity, magnetic forces, and so on.
Setup is certainly not "automatic" as it requires letting the clothing 'shrink' onto the body of the character and manually adjusting collision and tesselation factors to achieve realistic cloth simulation and reduce calculation time.
Once this is done, however, you can pretty much concentrate on animating your character and Maya Cloth does all the rest. A good example of Maya Cloth in action is the clothing on the main character in Stuart Little.
Paul
Approximation is enough today, but... (Score:1)
The look good by yesterday's standards, sure. Compare that to today's gaming standards, and they are good, but you know tomorrow will have something better. The standard changes daily, and approximations are only good enough if they meet those standards.
Most of the story lines, game plots, and genre's have been explored. The latest and greatest fall into technologies hands now, not story tellers. That means more time put into what we haven't virtually maxed out. Making your toys look better than everyone else's.
When did gaming take to being real? Its an escape isn't it?
It still is and always will be an escape. Games are an escape, not because they don't look like the real world, but because they don't act like it. They enhanced graphics don't make the game anymore "real" than they were in the 8 bit world. Whether you're fighting dragons, racing down the street running over pedestrians or just designing you're own city, you are still escaping. How many people do those things in real life? And can reset if they don't like the results? The fact that you can see the reflection of a light in a puddle of water, or the shadows of the folds of clothes, just makes the escape itself all the more realistic.
Re:Realistic simulation of anything. (Score:1)
(+1 Karma Whore)
:)
Some links for the interested.... (Score:1)
Chris Hecker [d6.com]
Jeff Lander [gamasutra.com]
Henry
Two words: Bump Mapping. (Score:2)
As for games which implement it, Q3 definitely does; Soldier of Fortune and Elite Force do; I'm not so sure about Unreal Tournament, but the original Unreal (think old-school, like Unreal 206/208 on a 3dfx card) had a feature like that in GLide: whenever you walked right up to a metal crate, it would have an electroplated, galvanized texture. The stone doors in Chizra's temple had an etched look. Perhaps this was done with multi-texturing as opposed to bump mapping (it worked on the Voodoo 2, which I don't think supported bump mapping); either way, it died out as soon as Tim Sweeney screwed around with original Unreal (replacing the weapon sounds with those from the then upcoming UT, screwing around with Steve Polge's bot code, fixing Direct3D, etc.)
Therefore, why complicate the scene by adding extra polygons for texture when it could all be done via bump mapping? Dented cobblestones on the ground, cracked wood planks, rusting stone; it can all be enhanced by bump mapping.
As a math Major (Score:1)
Thats why Lara's outfits are, uh, brief. (Score:2)
There are three forces at work: gravity, centrifugal forces and the tension of the cloth around objects against these forces. This is not trivial.
Only the force of gravity is predictable.
The rest are all solutions of simultaneous equations. The more realistic the simulation, the finer the division of the cloth area into matrixes of threads. The number of calculations goes up geometrically.
We're definitely not there yet.
Re:Big surprise (Score:1)
It is a tough problem for people, too (Score:1)
Re:Games which would require cloth rendering? (Score:2)
Re:Here's fluid dynamics for you. (Score:2)
Re:Is this really an issue??? (Score:2)
I agree with you to a degree; reality is boring. Imagine a fighting game that, if your character took too much damage during a fight, required you to "play" through 2 months of game time recuperating in a hospital. More realistic, but less fun. Graphical realism, on the other hand, is something that generally doesn't alter the gameplay/fun factor (with exception of excessive polygon counts slowing down the rendering engine). Compare and contrast playing something like Quake 2 with and without a 3D accelerator; even if you "rigged" the fps count to balance things out a bit, there's just no getting around the more aesthetically pleasing visuals from the more "realistic" rendering.
As long as game designers don't go overboard ("If you do too many kicks, it causes a realistic physical simulation of a tear in your pants, which then drop to your ankles and make you fall flat on your face."), i don't think it'll be a problem.
Pong: Computer games at their finest (Score:2)
Re:Ah... (Score:2)
"Well, we'd like to cloth her more, but it's just so hard to simulate!"
But so very easy to stimulate.
Evil (Score:2)
This makes perfect sense.. (Score:1)
----------------------------
Re:Two words: Bump Mapping. (Score:1)
Bump mapping is a way of representing high frequency geometrical detail on a low frequency approximation. It has a few disadvantages, (depending on how you do it) - try looking at a bump mapped surface side on, and you'll see nothing but flatness.
This doesn't really have much impact on modelling cloth.
Incidentally, the effect you mention in Unreal is called detail texturing, which involves modulating the source texture with a high resolution, but smaller texture at proximity.
Henry
Re:Pixar short (Score:2)
If you look carefully at Geri's clothing, you'll notice some odd quirks -- but I guess it's like watching a magician, you're not as impressionnable if you're a magician yourself. :-) Also keep in mind that in a motion picture production context, simulation is not your only resource; you actually have real people working for you :-). Sometimes you'll have small penetrations into the body or whatever, so you'll just pull a few vertices by hand or even load up the frames in photoshop to paint them...
As far as hair is concerned, Monsters inc (Pixar's next movie with Disney) doesn't show off any impressive animation. You can see stuff that's just as good, even better, in Mighty Joe Young (yes, most of the shots use a CG gorilla, complete with realistic-moving hair and all). The really challenging part about hair animation is the movement of long hair which interacts with itself. Otherwise, you just need to animate a few long chains (say, one per square inch), and interpolate the rest, and it looks fairly good.
Re:Simulating cloth/hair is already avaliable. (Score:1)
Like draping over simple objects.
The technology is a long way from producing convincing simulations automatically.
Seems like your best bet might be precomputation (Score:1)
It would definitely enable much larger meshes rendered with greater accuracy. Before realtime is practical, there's always precomputation.
Re:Here's fluid dynamics for you. (Score:1)
Good point, and that's exactly why the lightmap concept is being abandoned soon. The next DOOM will do real-time lighting, as opposed to having the mapmaker do the lightmap compile and the player wait while the lightmap gets loaded. Red Faction might be real-time as well, though who knows right now?
One other thing: Id Software is doing all their work with the GeForce series on Windows 2000. John Carmack mentioned that before on one of the interviews, and in one of his .plan entries. Apparently, the GeForce will hold up fine while doing real-time light calculations (it must be tied into the vis process somehow; that's the only way to avoid an overload of light sources). The GeForce will play the next DOOM perfectly, as it was intended, while the ATI Radeon will be the runner up. Of course, 3dfx cards will make for nice screenshots, but the Voodoo5 series has little else in its favor.
Microsoft sold it to Avid.. (Score:1)
"One World, One Web, One Program" - Microsoft Promotional Ad
Re:Simulation of Cloth has been here ... (Score:1)
hummer
Re:Pixar short (Score:2)
However, computational power IS a concern in terms of getting realistic hair and clothing into games. Pixar uses a VERY large render farm in making their films, and most of the top quality algorithms are optimized not for speed but for, well, quality. The best of what can be done now requires a lot of computational power. Not until a sufficiently realistic algorithm is completed, though, can one start to optimize it for less powerful computers (and, as with any imaging algorithm, sufficient is subjective - beauty is in the eye of the beholder...)
But, while these technical issues are certainly fascinating, fun to work on, and of great utility to the digital film industry - the question that hasn't been asked about gaming is: is that much realism actually necessary? (With necessary in the industry being defined as: does it make the game more fun, and thus more people will buy it?)
My experience in the gaming industry, and VR industry, indicates that the quality of the story, and of the action, outweighs the "realism" of the images. If the industry put more money into the creation of more compelling stories, more engaging games (including less repetition - which becomes harder to do if you need to cache hard-to-render scenes to use them over and over to save CPU time and/or money in up-front rendering basically cell-animation style), and better integration of network interaction into the game plot structure... I think the results would be more fruitful than better and better algorithms for hair and clothing.
I think researching cool rendering algorithms is fun, and should continue, but the gaming industry could also stand to invest some more money into better interaction design and better writers...
It's been already done (Score:1)
IA-64 (Score:1)
...Or whatever you call the 64 bit processor that Intel keeps promissing, should put us a good bit forward, but they have a long way to go until rendering realtime will be reality in any game console.
My second rant... Game consoles are a long way from ever generating the quality of cloth that Maya and others are currently doing for movies. These are two seperate forums that have little in common currently...
My last and final rant... Why cant we have reality in our games, doesn't that make the fantasy that much more adictive?
the link is... (Score:1)
I'm not surprised monty managed to find it, especially since he's the admin at BigKid
Re:Simulation of Cloth has been here ... (Score:3)
Ahh, yes. I remember them, as well.
The company that produced Clothreyes also did Cartoonreyes, Metareyes, etc. I believe their name is Infographica. You can find out more here [reyesworks.com]
---
Rob Flynn
Re:Ah... (Score:1)
I thought it was common knowledge... (Score:2)
Ah... (Score:4)
"Well, we'd like to cloth her more, but it's just so hard to simulate!"
--
Is this really an issue??? (Score:3)
I don't want reality in my games. That is what I am escaping from.
Eric Gearman
--
Return to sexiness... (Score:1)
I'd like to see some good 3d felt.
----
...But it's being done with great success (Score:1)
Here's my proposal... (Score:1)
(do you hear that roaring sound? i think that's hormones...)
Heh... (Score:1)
Well, I probably saw it on slashdot at some point, if I know me...
Oh man, I can't wait for that movie...
---
pb Reply or e-mail; don't vaguely moderate [ncsu.edu].
Hitman - Codename 47 has realistic clothing (Score:1)
It has tons of other cool physics features as well, falling bodies and the like. It's supposed to go gold this week.
Realistic simulations too slow for games :( (Score:1)
Actually... (Score:2)
not to nitpick (Score:3)
Actually I would have assumed it would be very, very difficult to realistically model clothing. I'd have assumed it would be very, very difficult to UNrealistically model clothing. I'm no CG designer (or physicist), but wouldn't it be similiar to realistically model fluid dynamics, only with a whole lot of weird variables thrown in?
--
Real time problems only... (Score:3)
"Evil beware: I'm armed to the teeth and packing a hampster!"
How realistic? (Score:1)
the implications are that realistic cloth simulation remains out of reach for today's processors.
Depends what you mean by realistic. I once pointed out to some X-Box advocates that the Pentium III 600 MHz (I know its 733 MHz this week) might be a trifle underpowered for physics simulations and received a withering look. In this case I happened to have a colleague who has used a considerably slower processor to create an animated dress as a benchmark, it's since been turned into a cute tech demo. Understanding algorithms and appreciating the machine architecture are at least as important as processor cycles.
Also, even though I think the X-Box CPU is underpowered wrt to its GPU, something tells me there will be some kickass cloth demos on it.
Re:Real time problems only... (Score:1)
Re:...sort of like Tron. (Score:1)
I wish that they'd release the source code to the Tron scenes; they might make great Quake maps, or maybe the movie could be recreated in Q3! That'd be pretty cool.
Softimage played with that... (Score:1)
Since then Microsoft bought it, and errr... well...
Virtual clothing (Score:3)
I couldn't find the whole article online, but a very rough overview is here [ucl.ac.uk].
More d/lable demos (Score:1)
Re:Is this really an issue??? (Score:1)
Still, it would be pretty cool to say my level 80 barbarian looks fly in his crushed velvet pimp outfit.
Re:Is this really an issue??? (Score:2)
Picture super mario bros on the NES, and then picture the exact same gameplay, but it 3d, ultra hi-res VR with force feedback. I know which one is going to be much more convincing to your senses. When you're playing games (to use this as an example) where the supposed 'clothes' on the characters are rigid and taught (a la Lara Croft) it is one out of many little things which disrupt the fantasy experience.
Games are much more exciting, as the illusion that you are there is greatened. When you can believe the illusion created by the graphics etc, then you'll feel much more adrenalin or distress or whatever emotions you feel playing games, because your senses are being fooled into thinking it's real.
On the other hand, if the gameplay was affected by the clothes (picture the character in Jedi Knight being caught up in his cloak as he tries to swing the lightsaber around), it would probably be pretty dumb. However, better immersion (through graphics, sound etc.) can only help the experience.
Re:Is this really an issue??? (Score:2)
I don't know about you, but the words rigid and taut in regards to Ms Croft are hardly disruptive to my fantasy experience.
Re:This makes perfect sense.. (Score:1)
Using up CPU time (Score:2)
The purpose of that research group at Intel is to find new ways to use up CPU time. Really. I've been down to visit that group. I do physically-based animation [animats.com] myself, so I'm familar with that crowd.
Cloth is hard to simulate because cloth has hard tension limits. This makes the numerical problem stiff, and you can't just integrate the springs and dampers explicitly. You have to either use a constraint solver or an implicit integrator, both of which are slow. This class of problem (integration of stiff systems of differential equations) takes more numerical work than it seems it should. Work continues on speeding it up.
Re:Is this really an issue??? (Score:1)
physics can be offloaded to a rich API (Score:1)
I've also checked out some of their competitors (mathengine [mathengine.com], etc) and havok seems miles ahead. Unfortunately, I don't think havok supports any open source platforms.. I can't imagine they're not working on that, though.
cheers,
-o
Now we can manage... (Score:1)
Re:Heh... (Score:1)
Re:Big surprise (Score:1)
Allow me to be a cynic also. Did you read the article? It wasn't at all an attempt to plug their CPUs. It was purely academic, and was gratuitous with it's references. It was a just a study in cloth deformation, in fact, there was no mention of intel-centric optimization--- take look at the code. sheesh, from the people that gave us VTune, it looks like they don't even use it!
I like the fact that Intel spends its vast resources taking on interesting stuff like this, AND OPENLY publishing its work. They actually pay someone to sit around and write 3D code that has virtually no impact on their profitability (at this point, anyway...) for the sake of research.
---
Re:Pixar short (Score:1)
Pixar has improved their shadow algorithms greatly since "Geri's Game". Based on a new method presented at SIGGRAPH 2000 [siggraph.org], hair can be self-shadowed in a more efficient manner while producing a higher quality result. Categorized under the Image Based Representations [siggraph.org] paper section, Deep Shadow Maps (PDF available) [stanford.edu] will greatly enhance modelled hair, fur or smoke. I've heard that this new algorithm has already been encorporated into Renderman and I believe was even used in Toy Story 2. Who needs clothes when you can cover every character in fur or hair?
Actually, 12 springs is simpler than 9 (Score:1)
If you look closely, the triangular lattice is composed entirely of right triangles before deformation.
Re:A Good Thing (Score:1)
Re:Pixar short [deep shadow maps patent pending!] (Score:2)
Realistic simulation of anything. (Score:4)
But...
Isn't a vague approximation enough? Take a recent computer game as an example, say Tekken Tag Tournament or Soul Caliber on the PS2 and Dreamcast respectively. Both these games look damn good. No doubt about that. They're by no means 'realistic', far from it in fact, but who cares? The games are fun. When did gaming take to being real? Its an escape isn't it? Maybe in the future games will look like the world around us, on that day I think I'll be going back to my SNES.
Re:Is this really an issue??? (Score:2)
The reason for this is that they're not only 'simulating clothing' but utlizes advanced paralell collision detection, deformation algorithms, numerical integration and so forth.
Re:...But it's being done with great success (Score:2)
"Evil beware: I'm armed to the teeth and packing a hampster!"
Big surprise (Score:4)
So, Intel has studied the problem and determined the answer is "We need faster processors". Is anyone surprised?
Modern CPU power is an interesting thing... (Score:2)
Personally I think their ball/spring model is duff (Score:3)
a---b
/ \ / \
f---x---c
\ / \ /
e---d
Bend can be added using another 3 springs, a-d, b-e, c-f. 9 springs rather than 12.
Remember that the trianglular lattice is used for most things anyway (see the wire frame pictures on the second page for an example).
Et voila, 25% faster!
FP
A Good Thing (Score:2)
Ah, but games usally have male characters too. Do you want them all to be nekkid or clothed in spandex? I guess one could save processor cycles by putting them all in rigid body armor, but while that may be suitable for warrior characters and the like, it seems a bit odd on galactic emperors and high priests.
Realistic clothing may be neat eye candy in games - and that's a Good Thing - but it can't make up for poorly designed rules or a boring concept.
Saw this stuff in 1988! (Score:4)
When working at the chemistry department of the University of Arizona, I ended up co-sysadminning a supercomputer called the Ardent Titan. Ardent seems to have disappeared.
The Titan's focus was graphics and vector-processing. A scalar processor loads one register with one value resulting from one operation. A vector processor loads n registers with n values resulting from one operation; think "ADD AX TO EACH REGISTER IN VX[]". Four CPUs in our model, but it supported far more.
One of the sample programs was a flag hanging on a flagpole. It was a 512x512 node swatch of cloth, and it was being animated at 30fps, if I recall. You could drag your mouse to adjust a wind source. As you moved the source, the flag would flap realistically.
I had my one-processor SGI (MIPS 4000 at 100MHz) handle the same basic simulation with 64x64 nodes, a few years later. Of course, the complexity of the simulation increases geometrically with the size of the swatch of free fabric, but it's not THAT terrible.
In essence, the simulator is just an MxN array of nodes, with springs between each node horizontally, vertically and diagonally. The two diagonals can be given opposing compression limits, to emulate the thread bias of cloth. Apply forces to all nodes, and minimize the energy on each node. Take another pass to apply forces of self-collision, where one part of the fabric tries to intersect another part.
Pixar short (Score:5)
The problem with clothing is that different fabrics "hang" differently. Apparently, this is a big issue in the clothing industry and determines why clothing designers choose different fabrics for different outfits: it isn't just how the fabric looks, but how it behaves. The computer has to emulate the performance of the cloth not just in terms of how it behaves at vertices and how it stretches, but also how it behaves along with gravity. If you look in "Geri's Game", notice how the clothing folds. The designers had to emulate not just the person's body, but the structure of clothing on top of that body (until now, clothing has always been animated along with the body). Don't even get me started on the problems of textures.
In essence, the problem is very, very difficult. It is not so much a question of computing power; we are still working on how exactly to model it in the first place.
Subdivision surfaces patent GRANTED (Score:2)
Pixar's patent on scalar fields on subdivision surfaces has already been granted. This includes some of the techniques used in their cloth animation system (e.g. the "starch" scalar field applied over Geri's shirt to specify how malleable the cloth is over its surface).
Pixar has a history of software patents. Probably the most silly one is a patent they got during the 80s, and extended in the early 90s, on certain kinds of Monte Carlo integration. Oh, yes, and Pixar also claim an interface copyright on the RenderMan API and RIB protocol. They do NOT play nice with so-called "intellectual property".
Pixar would be one of the coolest companies in the world if Steve Jobs weren't in charge. :-)
Re:Modern CPU power is an interesting thing... (Score:2)
Of course we can't do realistic real-time cloth... (Score:2)
Practically every technique that is in use in graphics today (specifically, and particularly, in games), is a model, an approximation to the real world. Texture mapping, polygonal approximation, simplistic lighting models - all of these are convenient, efficient, and realistic looking models of real life.
What the story appears to say is "computers are far away from this particular model". Well, that's always going to be true, since the model can always get more realistic and detailed, up until the limits of understanding particle interaction in modern physics.
The presentation itself is very interesting, and also presents some models that are somewhat feasible for limited use in today's applications.
Henry
Simulating cloth/hair is already avaliable. (Score:2)
Yes... (Score:4)
... but not necessarily in the sense you're thinking of. Allow me to explain by way of example:
When I saw the new Final Fantasy trailer, I was completely blown away. But it wasn't until I had watched the trailer a couple of times and explored the rest of the web site that I realized that one of the reasons was because the characters seemed to move so very realistically -- especially their clothes.
"Is this really an issue?" Yes, but in one of those subtle ways that is often hard to justify to the bean-counters. To me, the best special effects are the ones that don't call attention to themselves, but rather let the storyline continue. And that goes for movies and games. Since we are beginning to see more and more CG characters on the silver and game screens, any little bit towards realism is a step in the right direction.
In the attempt to escape from reality, are you really satisfied with blocky characters that jerk across the screen? Realistic cloth simulation in no way limits the possibility for "unrealistic" plot, action, character movements, etc. It only makes the characters themselves seem more realistic. If you really want to escape from "realistic" characters, go play on an old NES, or better yet an Atari. Their games have as much action, plot, and challenges as today's games -- but they don't look so realistic.
So what? (Score:2)