It must be hard for one to have a high-achieving--or worse, world famous--parent or sibling.
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.
https://medium.com/@kaveh808/7-how-to-make-3d-jello-69350751...
I did simple fabric simulations, as well as 3d soft object dynamics.
Followup work in the early 90's on SGI workstations:
https://medium.com/@kaveh808/24-rubbery-cloth-and-numerical-...
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.
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?
If that doesn't do it for you, there's a lot more options in the SIGGRAPH paper list at https://kesen.realtimerendering.com/
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
See this playlist: https://www.youtube.com/playlist?list=PLujxSBD-JXgnnd16wIjed...
https://pixartimes.com/2012/04/09/close-up-the-amazing-desig...
"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."
In motion:
https://www.youtube.com/watch?v=T1SBjAuMN6A
See also:
They have a workflow that is basically draw 2d patterns, stitch those together, then drape it over and let the simulation determine how it sits.
It seems like it's super powerful for clothing designers, and soft goods designers too.
YouTube has more info
- Click on the sphere and drag towards the cloth.
- Click at any place and drag for wind.
Author's blog article (Japanese) https://blog.oimo.io/2021/06/17/spatial-hashing/
> Fast collision detection with Spatial Hashing
compressing the empty lattice it is an idea he came up with.
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.
this looks to me a cotton "cloth"...
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?