I don’t know, I think the cloth thesis looks like a good read, and Hans Einstein seemed to have had a very successful career.
I may be wrong, but I can’t imagine that any ridiculously gifted parent would care the slightest if their children fit the boots they leave behind. The hopes I have for my son is that he is happy, healthy, moral and enthusiastic. If he develops an interest in physics, electronics, programming, or any other thing we can nerd out together about, that’d be great - but if he develops a deep interest in whatever, that’s cool too. It would admittedly be very difficult for me to communicate with him if he doesn’t develop enthusiasm for anything.
At the moment he is leaning towards geology, but that’s because he’s 2 and likes collecting stones.
All of this cloth and hair development culminated during my tenure as R&D lead on the feature film "Final Fantasy: The Spirits Within". The commercial Syflex system was an offshoot of that development.
Playing with 3DS Max 5 in high school was such a “portal to the future” feeling. I loved the physics and cloth sims.
But come to think of it… has anyone ever seen a cloth simulation where the cloth can be more realistically rolled up or knotted, twisted, or otherwise doing things requiring a sense of volume and mass?
For the Anisotropic Elastoplasticity for Cloth, Knit and Hair Frictional Contact - 2 minutes per frame. Hopefully we'll see things like this in realtime soon.
Straight from the oven (paper from SIGGRAPH 2023): "Multi-Layer Thick Shells"
(https://youtube.com/watch?v=z1Wc5DvC2Wk) Extends the FEM model to accommodate for thick shell-like structures, like yoga mats, leather, and wrinkles on matrices.
Also you might want to check out the IPC papers (particularily C-IPC, since you said you're interested in cloth: https://www.youtube.com/watch?v=jvBSDXxsgRA). A new class of simulation methods has arisen over the years which allow you to simulate detailed collisions in an incredibly robust way (though computation time is still an issue).
This is what I got hung up on. I was doing some independent research on real-time cloth simulation for sailboats and I reached the conclusion that the physically accurate techniques are not real-time. I was looking at simulating tensions applied at specific vertices of the sail, the stiffness of the cloth, wind pressures, etc... and I gave up on finding anything that was doing it in real-time.
Am I wrong? Or is there a SIGGRAPH paper I haven't found yet :P
Have you looked into Small Step XPBD (introduced in the paper "Small Steps in Physics Simulation
")? It's the most efficient nonlinear dynamics integrator/solver I've come across, and luckily one of the simplest, too! (Keeping in mind that simplest nonlinear solver is a relative metric.) I've been able to simulate very stiff materials like bone by updating the sim at 6000 steps/second. The exact number of steps/second you'll need will depend on both the desired spatial resolution and physical accuracy of your sails, but I wouldn't be surprised if 6000 steps/second is more than sufficient. And computers are fast enough where you could simulate quite a few large, detailed sails at that rate in realtime.
Back when I was at Pixar, I remember hearing a lot about the cloth sims for Brave (2012). The clothing was heavily layered, with each layer adding volume. Here's one public article:
"To achieve the mass of Fergus' kilt, the drape going across his chest has eight layers of cloth folded over and interacting with each other and other garments. The left, right and back sides of the drape have six layers each."
For a casino game studio, we needed an animation of a curtain dropping and waving in the wind. The artist render was crap. Bullet soft body cloth simulation did the trick. As a bonus, the curtain reacts to touch input. This was over 10 years ago.
The same creator has some more really fun open source physics demos, click on the images: https://github.com/saharan/works
In particular the clock and bubbles are nice and even run on iphone.
Very impressive. I use the cloth simulation in Daz Studio, and I wish it was as performant as this. It can take 20 mins only to have the cloth ‘explode’ when it intersects something unexpectedly. That said the obstacles are more complex than spheres
Classic problem. Was/is also a problem with UK speed cameras IIRC. I think it was Top Gear that figured out if you drive something like 500 mph then it wouldn't register you speeding.
The tech is mostly there, especially for the virtual fitting side; body scanning is the bigger problem afaik. There are people making dedicated body scanning stations which should be able to produce good quality avatar as one-time step.
There have been companies working on this for decades and I'm yet to see one that works well. Earlier versions used mechanically inflatable and modifiable mannequins to capture clothes on a variety of bodies, modern ones try and do the same with digital simulations, but they all fall flat compared to the real thing. In addition, if you think getting a sign up popup is annoying when you want to use a web page, imagine a page asking you to scan your body, never mind the privacy concerns.
My tailor did that the other day to make me a suit. He had a dark room with a scanner. It’s a different situation from what you want, but in principle I could use my 3D avatar as you say.
how about adding properties that it can act as a blanket or a silk cloth or a jute cloth or a tough starchy cloth or stuff like ironed shirt or unironed shirt?
https://dspace.mit.edu/handle/1721.1/14924