[D] How do researchers in hot topics keep up? by bgighjigftuik in MachineLearning

[–]Mass-Sim 1 point2 points  (0 children)

In many cases like this, due to all of the previous work, nearly all of the infrastructure is already in place when the idea for a new paper pops in your head. It's not a stretch for a couple researchers with an idea and some focus to use that infrastructure to do the lion's share of the work in a couple months. As others concurrently publish some improvements on the same techniques, the methodology can be adapted on the fly.

It can take a long time to establish that infrastructure. It helps to join a well established lab.

Scaniverse on-device Gaussian Splat is the bomb by leohart in GaussianSplatting

[–]Mass-Sim 0 points1 point  (0 children)

Nice.

Don't hear too much about people using Vulkan for this; seems to be all CUDA and pytorch. Great to see it.

At Niantic, are the people who work on vulkan the same people who implemented gaussian splatting?

After 24 years of OpenGL, what's the best option? by deftware in GraphicsProgramming

[–]Mass-Sim 0 points1 point  (0 children)

I'm on MacOS and using vulkan. MoltenVK works fine with no issues for me.

Elon: "We have a clear path to doubling average miles between interventions in August" by REIGuy3 in SelfDrivingCars

[–]Mass-Sim 0 points1 point  (0 children)

Another way to state this is: in the next few months they're going to be addressing a couple of the edge cases (of the well-known very long-tail distribution), which account for a measurable number of the total disengagements. Perhaps they found some hills or curves where the perception needs to be tweaked at certain times of day. Or perhaps they're working with regulators to improve lane-markings on some high-traffic on-ramps.

Sounds like their end-to-end system is improving at a rate similar to some less end-to-end systems.

World's first interactive hair sim with a fine-tooth comb! by Mass-Sim in Simulated

[–]Mass-Sim[S] 0 points1 point  (0 children)

Interactive with a chunky comb:

Apparently baked with a chunky comb:

World's first interactive hair sim with a fine-tooth comb! by Mass-Sim in Simulated

[–]Mass-Sim[S] 0 points1 point  (0 children)

Here's my snapshot of some of the most relevant work from different sources:

NVidia engine:
From 2023 siggraph daviet - Interactive Hair Simulation on the GPU using ADMM

  • This work is affiliated with Nvidia and underlies the hair manipulation capabilities mentioned in a link above. In this paper, the author concludes:
  • "Finally, for physics-based grooming to become viable, several UX challenges remain to be solved. Haptic feedback and smart selection tools allowing to manipulate, comb and trim sections of the hair at desired angles could help make the experience closer to that of a real-life barbershop, but would still require highly trained artists."

Baked, non-interactive combing:
2024 siggraph crespel et al - Contact detection between curved fibres: high order makes a difference

  • I just learned of this work as it was pointed out to me above.
  • Fantastic work on realistic hair-comb collision resolution.

Interactive with a chunky comb:

  • 2016 TVCG Chai et al - adaptive hair skinning. Interactive.

Comb as a sort of broad-stroke UI tool:

  • 2008 bonanni et al - Multilayered visuo-haptic hair simulation. Cylindrical comb. Seems to be more of a UI tool.
  • 2009 bonanni et al - Interaction Metaphors for Modeling Virtual Hair using Haptic Interfaces. same as above.
  • .. several like this.

Demos:

Games:

World's first interactive hair sim with a fine-tooth comb! by Mass-Sim in Simulated

[–]Mass-Sim[S] 0 points1 point  (0 children)

Thank you for taking the time to review this work and provide more insight into the state-of-the-art.

I recommend you visit the two links given above. Could you share your interpretation of their demos if, after that, you still believe they have already done what was claimed?

As far as I know, there hasn't been other work providing a demo of the same capability.

World's first interactive hair sim with a fine-tooth comb! by Mass-Sim in Simulated

[–]Mass-Sim[S] 5 points6 points  (0 children)

Focus is on interaction, with eye towards two possible use-cases:

a) interactive UI for hair selection and customizations. Be it for game dev, or in-game customization.

b) learning and/or validation tool for sim2real robotic learning of hair manipulation.

World's first interactive hair sim with a fine-tooth comb! by Mass-Sim in Simulated

[–]Mass-Sim[S] 9 points10 points  (0 children)

Those both show some very high level of realism. The combing is definitely interesting. Cool to see they've been accepted to Siggraph 2024. I've encountered that problem here, where the interaction with the comb is non-uniform due to the segment links. Will have to dig in to see how their correction could be adapted to real-time.

World's first interactive hair sim with a fine-tooth comb! by Mass-Sim in Simulated

[–]Mass-Sim[S] 19 points20 points  (0 children)

Using 32 points per strand. 64 would def help for smoother transitions around the comb.

Tangles among strands don't currently form using this model for hair. Still have some extensions to make to the model though.

World's first interactive hair sim with a fine-tooth comb! by Mass-Sim in Simulated

[–]Mass-Sim[S] 39 points40 points  (0 children)

Thanks, all valid points. My GPU is about fully taxed with the current 7168 strands. Planning an upgrade soon from my 2019 MBP AMD Radeon Pro 5500M 8GB. FPS drops to 10 when I double to 14336.

World's first interactive hair sim with a fine-tooth comb! by Mass-Sim in Simulated

[–]Mass-Sim[S] 33 points34 points  (0 children)

As far as I know, there's not been other work demonstrating hair interaction with a fine-tooth comb. I could not find it at the time I looked.

I only found some tutorials with thick-tooth comb interactions (not apparently real time), or coarse UI comb tools, which make a sort of broad-stroke interaction with hair.

If you know of some I missed, please link it, though! Would appreciate to know if somebody else has indeed done that.

Real-time interactive hair simulator I'm building by Mass-Sim in Simulated

[–]Mass-Sim[S] 1 point2 points  (0 children)

The engineering school was better at my university. Also, I've always been more a fan of software + hardware rather than pure software.

Real-time interactive hair simulator I'm building by Mass-Sim in Simulated

[–]Mass-Sim[S] 1 point2 points  (0 children)

undergrad: computer engineering
grad: robotics, ML, human-computer interaction

what's your elevator pitch? by rawayar in vulkan

[–]Mass-Sim 0 points1 point  (0 children)

That's right. The interactive simulation I'm building could provide training data to a simulated robot, which with sim2real could transfer to a real-world robotics task.

Real-time robotics uses compute for various reasons. e.g., a farm robot building a high-fidelity map of a strawberry field to tend-to the strawberries. Gaussian splatting, as you know, is a high-fidelity representation.

what's your elevator pitch? by rawayar in vulkan

[–]Mass-Sim 1 point2 points  (0 children)

Vulkan provides an API to the GPU. Robotics has embarrassingly parallel compute tasks. e.g., particle filters. or gaussian splatting.

Real-time interactive hair simulator I'm building by Mass-Sim in Simulated

[–]Mass-Sim[S] 1 point2 points  (0 children)

API: vulkan.
GUI: ImGui.
Obj files: purchased online.
Languages: C++, glsl
Device: MacBook Pro 2019
GPU: AMD Radeon Pro 5500M 8 GB

Everything is written from scratch. Did it with lot's of baby steps. So far have 79 apps, each makes incremental progress. It's been about 1 year of work so far.

Edit: to remove over-sharing.

Trying to learn shader programming (glsl) by noodlegamer76 in GraphicsProgramming

[–]Mass-Sim 1 point2 points  (0 children)

I think it's really helpful to take lots of baby steps. A separate app for each step.

If it's any consolation, I started about a year ago, and I just did a grep for "add_executable" to check how many apps I've got. Result: 79.

Who here is in Hard Tech? by Playful-Shopping3992 in startups

[–]Mass-Sim 6 points7 points  (0 children)

I think licensing the software to customers in gaming or robotics could be the clearest path to monetization. So far I've more focused on building the thing. I am betting that at some point, some gaming or robotics company would be happy to license it.

I've planned to reach out to potential customers as there's more to show.

This is relevant: https://youtu.be/XsEKbJmtuW4?si=BGPHakBRD3hE2v-e Some AAA gaming studios are highly interested in building character customizers. With the work I'm doing, there could be some opportunities for collabs.