# Hair Physics Just Became Even Better!

## Метаданные

- **Канал:** Two Minute Papers
- **YouTube:** https://www.youtube.com/watch?v=Lp4k4O_HEeQ
- **Дата:** 03.07.2021
- **Длительность:** 4:33
- **Просмотры:** 294,998
- **Источник:** https://ekstraktznaniy.ru/video/13880

## Описание

❤️ Check out Perceptilabs and sign up for a free demo here: https://www.perceptilabs.com/papers

📝 The paper "Revisiting Integration in the Material Point Method" is available here:
http://yunfei.work/asflip/

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## Транскрипт

### Segment 1 (00:00 - 04:00) []

Dear Fellow Scholars, this is Two Minute  Papers with Dr. Károly Zsolnai-Fehér. Through the power of computer  graphics research, today,   we can write wondrous programs which can simulate  all kinds of interactions in virtual worlds.    These works are some of my favorites, and  looking at the results, one would think that   these algorithms are so advanced, there is  hardly anything new to invent in this area.    But as amazing as these previous techniques  are, they don’t come without limitations. Alright, well, what do those limitations look  like? Let’s have a look at this example. The   water is coming out of the nozzle, and it behaves  unnaturally. But that’s only the smaller problem,   there is an even bigger one. What is that  problem? Let’s slow this down, and look carefully.    Oh! Where did the water go? Yes, this is  the classical numerical dissipation problem   in fluid simulations, where due to an averaging  step, particles disappear into thin air.    And now, hold on to your papers and let’s see if  this new method can properly address this problem.    And…oh yes! Fantastic! So it dissipates less. Great! What else does this  do? Let’s have a look through this experiment   where a wheel gets submerged into sand, that’s  good, but…the simulation is a little mellow.    You see, the sand particles  are flowing down like a fluid,   and the wheel does not really roll up the  particles in the air. And the new one.    So, apparently, it not only  helps with numerical dissipation,   but also with particle separation  too. More value. I like it. If this technique can really solve these two  phenomena, we don’t even need sandy tires and   water sprinklers to make it shine, there are  so many scenarios where it performs better   than previous techniques. For instance, when  simulating this non-frictional elastic plate   with previous methods, some of the particles get  glued to it. And, did you catch the other issue?    Yes, the rest of the particles also  refuse to slide off of each other.    And now, let’s see the new method. Oh my! It  can simulate these phenomena correctly too! And it does not stop there. It also simulates  strand-strand interactions better than previous   methods. In these cases, sometimes the  collision of short strands with boundaries   was also simulated incorrectly. Look at how all  this geometry intersected through the brush.    And the new method? Yes, of course,  it addresses these issues too. So, if it can simulate the movement and  intersection of short strands better…does   that mean that it can also perform higher-quality  hair simulations? Oh yes, yes it does! Excellent! So, as you see, the pace of progress  in computer graphics research   is absolutely stunning. Things  that were previously impossible   can become possible in a matter of just  one paper. What a time to be alive! Thanks for watching and for your generous  support, and I'll see you next time!
