I'm not sure if this is the scope of projects like this, but it would be cool to simulate a common experiment about surface tension for students: adding droplets to a penny until the water overflows. Fluid simulation is so cool!
Wonder about water on rusty metal surface with surface water absorption. The water should split and rejoin other many water droplets, getting slowed down and most important getting stuck on variable terrain.
Sure let me grab my single computer and render, i'll see you in 2 years when my PC finishes doing the simulation haha. Let the pros with super computers do it.
GPT-3 already simulates 175 billion synapses (or something analogous to it). When it comes to capability, number of synapses are more important than number of neurons.
2:25 beautiful indeed. I remember the slow-motion bubble videos that were a bit different though. When the bubble pops we can imagine a circle that stays at the same place. In this case, the bubble moves to the right instead (shrink to center?) as the ball disappears. It seems like despite crazy progress I always feel that a bit more tinkering required
Did you see the papers on the AI that is trained on and able to predict the behaviour of a physics simulation? It reduced the GPU load massively, essentially by predicting the outcome rather than calculating it. I can't see why it could not be applied to flow simulations.
@@pilate7004yt Someone somewhere is probably thinking about it. Like he always says: a few papers down the line! I mean AI powered upscaling is already here, and Nvidia's been pushing AI capable hardware for a while now, only a matter of time I guess.
In case anyone doesn't know, Chinese/Korean/Vietnamese have only a hand full of common surnames. In Chinese speaking regions, the most common surnames are 王, 李, 張, 劉, 陳 I believe, in this particular order, and their equivalent phonetic transcriptions: (The following are PRC, Taiwan and Hong Kong transcriptions) Wang/Wong, Li/Lee, Zhang/Cheung, Liu/Lao, Chen/Chan. So the Wang may be a talented individual, or multiple people.
I finally understood that two in 'Two Minute Papers' stands for 2("...2 more papers down the line...") of Minute Papers, while minute means that paper is covered fast, not the amount of minutes
This might be alittle out there, but I think the future of gaming physics is going to be this kind of stuff here. Real time Ray-traced lighting is already making its way to consoles and is probably going to be fully matured by the end of next gen in terms of hardware development and software optimization. I think in terms of where to go next is real time particle dynamics to replace the current hand made shader mesh and volumetric techniques that are mostly being used by game devs today. If manufacturers are willing to dedicate silicon to BVH calc acceleration for Ray-casting, it shouldn't be to far off to say that they will start pushing towards producing dedicated hardware accelerators specific to the calculations involved in high accuracy physics simulations in real-time applications. I do hope that these methods improve rendering times with each paper. I can only imagine how amazing something like an open world game would look and feel with hardware accelerated Ray-Traced Global Illumination and hardware accelerated high accuracy Particle Physics of this caliber. What a time to be alive indeed.
Spyblox007 i’m used to 240fps, and i also have a VR headset and i could actually experience this. I mostly play Boneworks, it’s like a tech demo but it has its own whole full blown story.
Turbulance and resonance (IE ripple Effect) one distortion will efffect the entire body of water. Chain reaction. Like a soft selecction in 3D modeling. you could input that code in the initial frame and then run it as some kind of exponential effect. but instead of increasing it decreases. Ripple magnitude might be y=1 at point x=0 y=0.8 at point x=1 etc..I am sure there is a formula for wave ripples.... physics.stackexchange.com/questions/1289/waves-in-water-always-circular This formula can be plugged into water in any aspect 1 little disturbance and the entire thing is effected. IMPORTANT to get the surface tension ccorret as water in Earth gravity and atmosphere is somewhat constant. you see the movies where they make a ship model and the waves and splashes dont look right? Same with fire. there is external influences pressure, temperature Hello Elon. You missed a spot.
or apply one of those machine algos that compute an approximation and it looks almost as good as simulations, but they take a fraction of time and compute resources.
imagine Nvidia making graphics cards with real-time Physics calculation just like real-time raytracing but with those advanced physics things just imagine
Imagine combining all the capabilities of all these papers mentioned in this channel into one single general purpose AI program and use it as a tool for artists (visual, video games, etc). The technology is already here. The future is right in front of our eyes. And we're gonna see some stuff we coudln't even imagine 20 years ago. Lots of bad stuff happening in the world, but I m excited about this topic.
The only inaccurate thing about that bubble pop is when a bubble actually bursts, it happens so fast that the unbroken end doesn't have time to contract.
how is the accuracy of these simulations validated? i.e. with experiments, comparison of algorithms with more complex simulations, or other methods? would be interesting to hear about that. can someone point me in the right direction?
will computers be able to use this on gaming one day? probably not, at least not while we are alive BUT, its beautiful to look at these things none the less
It would be great to hear about the correctness of the simulation. How accurate is is in depicting real droplet physics? What's the minimum number of particles before the simulation become inaccurate? Also, are particles only being generated at their "generator" areas? Or is the number of particles in the volume/surfaces/perimeters not conserved? I could imagine maybe particles could be added/removed to improve computation without loss of correctness? At 3:23 it seems like some particles seem fixed in space where I would expect flow. Or maybe it is just an artifact, visualization frame-rate aliasing.
i've been noticing way more people experiment with real-time fluids in unreal engine since they rolled out the Niagra particle system. Havent really delved into it myself though (being lazy and not adopting new particle system until i need it :P )
Is there something about 2 papers? Is it just a way of saying progress moves fast or is there something about taking 2 shots at it rather than 1, 3 or 4?
So basically a thing for quadro 6000 and a ex-atx MB with two threadrippers that seems good enough for 50 fps. Also somebody tell Wang to leave some thesis for the rest of us..
Wouldn't it be more accurate to render all particles with some attraction to each other and not only the outer most layer, since this is how normal water particles work? or is this because of performance reasons?
Hey there! I really like this channels videos, they are really interesting and the level of quality we can simulate stuff like this in is really mind boggling! However I'm not used to this kind of research and I wondered what the scientific added value lies within research like this. How do we use the results and insights of those papers? I mean I do have a few practical applications in mind, though I'm sure there are some people in the comment section who could educate me a bit on this topic, or at least give me a term what to search for (since I don't even know what this field of science is actually called). Thanks a lot!
so the real use of machine learning reveals itself - we can use it to solve the computational issues of the many-body problem. Rather than trying to simulate the entirety of physics on each particle individually, we can use machine learning to help AI learn the "general structure" of various collections of particles.
We're still not that far advanced in computing using expensive lithography and masks to print cpu designs, just a technological breakthrough there could make our computers 100x faster, fast enough to do these simulations in real time. Already quantum computers are revealing new technologies that can be used now in normal computing like isolating single electrons without bleed - needed for quantum computers, in regular ones could reduce the transistor sized by a huge amount. Enough to power simulations like this soon. Id imagine in the future they'd just use quantum computers for simulations like these though, but even then you'd need as many cubits as there are atoms in your simulation and that 5 sextillion in just one drop of water, and the most cubits we have right now is 53, im sure 5 sextillion will come in the future so i wont say it wont happen, but even then thats just 1 drop of water... but it would be the most realistic drop of water simulated you ever saw!
I wonder, say you had a computer that could simulate this perfectly, I mean every atom, every photon, identically to how it is in the universe (according to our mathematical models of reality). If you simulated this, how would you know that it is a faithful representation of reality? Visibly it would be undistinguishable, and you couldn't just do an experiment and see if the simulation exactly predicts the results because it is a chaotic system, so could it be that it is impossible to tell if that represents reality?
When quantum cup and GPU are introduce then we would get a real life VR game in a matter of weeks or months just think how much these algorithm have become 80-90% accurate but it just takes time to render but we gotta wait till 2030-2050 to get there when 30fps rendering is possible for these algorithm
I'm not sure if this is the scope of projects like this, but it would be cool to simulate a common experiment about surface tension for students: adding droplets to a penny until the water overflows. Fluid simulation is so cool!
I think it would be possible since it keeps into account the surface tension and it does it very well judging from the first example
Wonder about water on rusty metal surface with surface water absorption. The water should split and rejoin other many water droplets, getting slowed down and most important getting stuck on variable terrain.
or simulating dropping pennies in a full glass and see how many it can fit
#jojoreferences
@@RoastCDuck Doubt this is accounted in this paper. But you can make your contribution.
Sure let me grab my single computer and render, i'll see you in 2 years when my PC finishes doing the simulation haha. Let the pros with super computers do it.
I hope 2 more papers down the line, everything will get better
@Z3U5 we already can simulate black holes in super computers though.
What a time to alive!
@@martiddy really? Can you link me to something related this seems really cool
I feel you, man. I totally feel you.
Sadge
3 more papers down the line and we’ll be simulating millions of neurons
Lets say 30
Matthew Hubka what papers are everyone talking about?
@@janzacharias3680 Papers or neurons?
Check out Two Minute Papers' video on GPT-3
GPT-3 already simulates 175 billion synapses (or something analogous to it). When it comes to capability, number of synapses are more important than number of neurons.
2:25 beautiful indeed. I remember the slow-motion bubble videos that were a bit different though. When the bubble pops we can imagine a circle that stays at the same place. In this case, the bubble moves to the right instead (shrink to center?) as the ball disappears. It seems like despite crazy progress I always feel that a bit more tinkering required
Man I can't wait for things like this to get streamlined enough to be applicable in real time game rendering.
waiting for algodoo to have water that isnt just beads
Wait 10 years and this will hopefully run in real-time in VR / phone inside a game
@@ImXyper i thought algodoo stopped being updated
Did you see the papers on the AI that is trained on and able to predict the behaviour of a physics simulation? It reduced the GPU load massively, essentially by predicting the outcome rather than calculating it. I can't see why it could not be applied to flow simulations.
@@pilate7004yt Someone somewhere is probably thinking about it. Like he always says: a few papers down the line! I mean AI powered upscaling is already here, and Nvidia's been pushing AI capable hardware for a while now, only a matter of time I guess.
I should write a paper about myself, so I can get better two papers later.
If it was only that easy, right?
@@ross-carlson Isn't it?
Well, keeping a journal kind of is doing just that. It's fun to read you own old writings and see how you've matured and stuff.
can't wait until we stop counting seconds per frame for this kinda simulation.
2 more papers down the line
@@Hgulix62 What a time to be alive
Those caustics are pretty! When combined with the simulations, they are 10x prettier.
"normally when we do this breakdown we get triangle meshes"
When exactly was the last time on this channel that it WASN'T particles
I love it when "Two More Papers" uploads
Fluid simulation is probably my most favorite field in computer/graphic science.
Who is this Wang guy? I swear i've seen him in like 10 papers in this channel.
Right? It's like there's millions of them!
He's got nothing on Et Al.
Super GENIUS.
In case anyone doesn't know, Chinese/Korean/Vietnamese have only a hand full of common surnames. In Chinese speaking regions, the most common surnames are 王, 李, 張, 劉, 陳 I believe, in this particular order, and their equivalent phonetic transcriptions: (The following are PRC, Taiwan and Hong Kong transcriptions) Wang/Wong, Li/Lee, Zhang/Cheung, Liu/Lao, Chen/Chan.
So the Wang may be a talented individual, or multiple people.
@@dan339dan r/Woshhhhhh
this makes the real time paint bubbles in portal 2 even more amazing!
2:29
get stickbugged lol
the authors are part of the Y-axis-up gang
I know right, how silly! Everyone knows that X-axis-up gang is superior!
@@hetsmiecht1029 no z-axis up is best
How could you not consider the W axis gang? Unforgivable.
@@CHO-zq2os what about the Ω̴͉̣͈̟̰̈́͛̆̅͊ ̵̨̝̊̈́à̵͎͖̗͌̐͋̂x̷͔͗ḯ̴̭̟̩̟̐̃̑s̴͓̬͍̋ ?
Best Axis is 1941 Axis Gang
I finally understood that two in 'Two Minute Papers' stands for 2("...2 more papers down the line...") of Minute Papers, while minute means that paper is covered fast, not the amount of minutes
I can't wait for computers to become so good that there will be games utilizing these papers
Just imagine, in 4 dimensions, we're already 2 papers down the line...
woah
This might be alittle out there, but I think the future of gaming physics is going to be this kind of stuff here. Real time Ray-traced lighting is already making its way to consoles and is probably going to be fully matured by the end of next gen in terms of hardware development and software optimization. I think in terms of where to go next is real time particle dynamics to replace the current hand made shader mesh and volumetric techniques that are mostly being used by game devs today.
If manufacturers are willing to dedicate silicon to BVH calc acceleration for Ray-casting, it shouldn't be to far off to say that they will start pushing towards producing dedicated hardware accelerators specific to the calculations involved in high accuracy physics simulations in real-time applications.
I do hope that these methods improve rendering times with each paper. I can only imagine how amazing something like an open world game would look and feel with hardware accelerated Ray-Traced Global Illumination and hardware accelerated high accuracy Particle Physics of this caliber. What a time to be alive indeed.
2/3 more papers down the line and we will have FPS (frames per second instead od SPF (seconds per frame)
Can you imagine if we get it up to 60 FPS and then use it in VR? That's the future I hope I end up witnessing.
@@Spyblox007 should be higher than 60fps for vr, minimum should be 100 (on 90hz) so it doesnt stutter as much
@@basiliotornado good to know. I'm used to the 60 fps for gaming so, and didn't think about how it could mess with you if it was off.
Spyblox007 i’m used to 240fps, and i also have a VR headset and i could actually experience this. I mostly play Boneworks, it’s like a tech demo but it has its own whole full blown story.
@@liltesla you play at 240 fps and yet your profile pic is of a roblox avatar?
Turbulance and resonance (IE ripple Effect) one distortion will efffect the entire body of water. Chain reaction. Like a soft selecction in 3D modeling. you could input that code in the initial frame and then run it as some kind of exponential effect. but instead of increasing it decreases. Ripple magnitude might be y=1 at point x=0 y=0.8 at point x=1 etc..I am sure there is a formula for wave ripples....
physics.stackexchange.com/questions/1289/waves-in-water-always-circular
This formula can be plugged into water in any aspect 1 little disturbance and the entire thing is effected.
IMPORTANT to get the surface tension ccorret as water in Earth gravity and atmosphere is somewhat constant. you see the movies where they make a ship model and the waves and splashes dont look right? Same with fire. there is external influences pressure, temperature
Hello Elon. You missed a spot.
This has become my favorite channel ever
These realistic physics simulations make me wonder (and almost fear) what surrealist artists will do in the future...
Some mathematicians study minimal surface, and it would be great tool (soap bubbles) for them to give an intuitive examples!
or apply one of those machine algos that compute an approximation and it looks almost as good as simulations, but they take a fraction of time and compute resources.
Year 2020: How to make virtual bubbles.
Year 200020: How to make a Water Tension supported table.
1k likes, and 0 dislikes.
This is the most innocent channel on UA-cam, good job 👍
imagine Nvidia making graphics cards with real-time Physics calculation
just like real-time raytracing but with those advanced physics things
just imagine
Imagine combining all the capabilities of all these papers mentioned in this channel into one single general purpose AI program and use it as a tool for artists (visual, video games, etc). The technology is already here. The future is right in front of our eyes. And we're gonna see some stuff we coudln't even imagine 20 years ago. Lots of bad stuff happening in the world, but I m excited about this topic.
Would love to see surface tension as a factor of surface quality (clean surface = good wetting) oil or dirt lower surface tension and bad wetting
Nice, that will enable realistic water physics in games
Thank you Károly. What a time to be alive indeed.
Yay! Fluid simulations!
The only inaccurate thing about that bubble pop is when a bubble actually bursts, it happens so fast that the unbroken end doesn't have time to contract.
What a time to be alive indeed!
You should make a video about Artbreeder.
3 more papers down the line.... I want to see mine.
i was a part of this channel's first 100 subs
I was part of this channel's first 1000000 subs
Cool
@@stig7798 Thanks. I'm just waiting for that comment to actually mean something stronger than the statement "I've subscribed" does.
Your welcome
Have a medal and a pat on your back
Voxels are the future of graphics
I am waiting until they simulates chemical reactions and Physics on the same plane
I want big corporation to simulate atoms and their reactions on a Super Computer to prove that everything consists of atoms.
What a time to be alive!
I love your videos although i understand nothing. I just love your voice and the simulations you talk about
okay but imagine this 4 more papers down the line
i love the fluid simulation ones
aah please more PLEASE I NEED IT
Absolutely beautiful!
What a time to be alive
3 more papers down the line we can fully simulate reality. Just 2 more papers after that and it will run faster than real time
Just think, in 10 decades, this will be in the average video game.
how is the accuracy of these simulations validated? i.e. with experiments, comparison of algorithms with more complex simulations, or other methods? would be interesting to hear about that. can someone point me in the right direction?
Could you stimulate a spilling cup?? I would like to watch that
will computers be able to use this on gaming one day?
probably not, at least not while we are alive
BUT, its beautiful to look at these things none the less
These all feel like immersed boundary method
1.3k likes... 0 dislikes. Seems about right
love your vids. keep up the good work =)
It would be great to hear about the correctness of the simulation. How accurate is is in depicting real droplet physics? What's the minimum number of particles before the simulation become inaccurate?
Also, are particles only being generated at their "generator" areas? Or is the number of particles in the volume/surfaces/perimeters not conserved? I could imagine maybe particles could be added/removed to improve computation without loss of correctness? At 3:23 it seems like some particles seem fixed in space where I would expect flow. Or maybe it is just an artifact, visualization frame-rate aliasing.
i've been noticing way more people experiment with real-time fluids in unreal engine since they rolled out the Niagra particle system. Havent really delved into it myself though (being lazy and not adopting new particle system until i need it :P )
this is amazing!
I need more papers in my PC then!
Is there something about 2 papers? Is it just a way of saying progress moves fast or is there something about taking 2 shots at it rather than 1, 3 or 4?
So basically a thing for quadro 6000 and a ex-atx MB with two threadrippers that seems good enough for 50 fps.
Also somebody tell Wang to leave some thesis for the rest of us..
Beautiful!
Bro this is crazy
People in 20 years that have a graphics card that can run 16k games and a cpu that can overclock at almost 20ghz: *60 sec per frame?*
amazing honestly
Wouldn't it be more accurate to render all particles with some attraction to each other and not only the outer most layer, since this is how normal water particles work? or is this because of performance reasons?
wouldnt this work like with the previos attempts with machine learning from a few videos ago ?
Hey there!
I really like this channels videos, they are really interesting and the level of quality we can simulate stuff like this in is really mind boggling!
However I'm not used to this kind of research and I wondered what the scientific added value lies within research like this. How do we use the results and insights of those papers? I mean I do have a few practical applications in mind, though I'm sure there are some people in the comment section who could educate me a bit on this topic, or at least give me a term what to search for (since I don't even know what this field of science is actually called).
Thanks a lot!
9k views, 1.1k likes and 0 dislikes. I've never seen such a high like count with no dislikes :O
Someone just broke it :C
@@michau2575 There is always someone.
How Can We Simulate Various Fire Spreading?
so the real use of machine learning reveals itself - we can use it to solve the computational issues of the many-body problem. Rather than trying to simulate the entirety of physics on each particle individually, we can use machine learning to help AI learn the "general structure" of various collections of particles.
HI don't which software they're using to make that
is this done in Houdini? or what software was used here?
Dang, That water's looking delicious!
Just don't play the VR game while you are hiking through a desert. It will send you over the edge.
Is this a special simulation software or we know it?
Ugh.. reminds me of real flow work I did back in 2003.. took hours to bake a few splashes.
and the water still looks like jelly.
I want a game with all tge simulations going on
Is this simulating laminar & turbulent flow at the same time?!?!?😲🤯
We're still not that far advanced in computing using expensive lithography and masks to print cpu designs, just a technological breakthrough there could make our computers 100x faster, fast enough to do these simulations in real time. Already quantum computers are revealing new technologies that can be used now in normal computing like isolating single electrons without bleed - needed for quantum computers, in regular ones could reduce the transistor sized by a huge amount. Enough to power simulations like this soon. Id imagine in the future they'd just use quantum computers for simulations like these though, but even then you'd need as many cubits as there are atoms in your simulation and that 5 sextillion in just one drop of water, and the most cubits we have right now is 53, im sure 5 sextillion will come in the future so i wont say it wont happen, but even then thats just 1 drop of water... but it would be the most realistic drop of water simulated you ever saw!
Are we doing simulations of simulations that somebody already simulated?
Which software do this papers use for animations?
Any one knows how I can get my hand on this papers source code, Am so impressed and think I can implement it on one of my projects.
What kind of porn do you watch?
Me:
plot twist: The whole universe is a simulation
What about penny floating on water thanks to surface tension?
Beautiful
"what a time to be alive" :)
Indeed what a time to be alive. How far are we to similating water in 0g?
What simulator do they run this in?
2 more papers down the line, and we will be able to simulate Laplace's demon.
Simulation development has come so far!👊🤯
I wonder, say you had a computer that could simulate this perfectly, I mean every atom, every photon, identically to how it is in the universe (according to our mathematical models of reality). If you simulated this, how would you know that it is a faithful representation of reality? Visibly it would be undistinguishable, and you couldn't just do an experiment and see if the simulation exactly predicts the results because it is a chaotic system, so could it be that it is impossible to tell if that represents reality?
Spongebob french announcer voice: "Two papers later..."
🧽👌
What are some real life applications of these simulations?
When quantum cup and GPU are introduce then we would get a real life VR game in a matter of weeks or months just think how much these algorithm have become 80-90% accurate but it just takes time to render but we gotta wait till 2030-2050 to get there when 30fps rendering is possible for these algorithm
Does it work in blender?
i want a playtoy with simulations that can be done in realtime today!
amazing
5 papers down the line and it won't be 2020 anymore