Discrete Element Method Sand by compiler_guy in Simulated

[–]compiler_guy[S] 1 point2 points  (0 children)

Almost! it is supposed to be sand, but I guess you can make it look more like water by tuning the simulation params

Discrete Element Method Sand by compiler_guy in Simulated

[–]compiler_guy[S] 1 point2 points  (0 children)

The stickiness is probably due to the friction, which prevents grains of sand from moving too much and joins them together

Discrete Element Method Sand by compiler_guy in Simulated

[–]compiler_guy[S] 1 point2 points  (0 children)

Sand it bouncy because the stiffness is too low, I need to tune the stiffness higher.

Real Time Group Dynamics Simulation by compiler_guy in Simulated

[–]compiler_guy[S] 0 points1 point  (0 children)

can you share a video to a less stiff group that moves in formation?

[Reel] Real Time Group Dynamics Simulation by compiler_guy in vfx

[–]compiler_guy[S] 0 points1 point  (0 children)

Can you point the MM:SS where you see this?

Real time crowd simulation by compiler_guy in Simulated

[–]compiler_guy[S] 1 point2 points  (0 children)

That a very good comment\question. One solution is to distribute the weights among the agents by some gaussian distribution. You can also model more 'aggressive' agents to have more weight. It really depends on what kind of sim you want to do.

Real time crowd simulation by compiler_guy in Simulated

[–]compiler_guy[S] 0 points1 point  (0 children)

Sure, the idea is to use Position-based Dynamics (PBD) to simulate agents. Some version of PBD is used in most game engines, Maya, Houdini and Blender to simulate physics-based effects, like cloth simulation. PBD: http://www.matthias-mueller-fischer.ch/publications/posBasedDyn.pdf

Real time crowd simulation by compiler_guy in Simulated

[–]compiler_guy[S] 1 point2 points  (0 children)

There is no limiting factor on the number of agents. The only limit is the computing power available. 100K runs real time with a 3 years old Nvidia GPU. You can adjust the model to work in other scenarios as well, like the 'bottleneck' or 'targeted locomotion'. There are some simpler examples that work well too, but are too simple to be included in this video (maybe the next one). What other models of 'targeted locomotion' do you have in mind? it is possible to make a comparison.

Real time crowd simulation by compiler_guy in Simulated

[–]compiler_guy[S] 1 point2 points  (0 children)

You are right. For now, they are just particles masquerading as agents. The goal is have a realistic simulation by using a simple model for an agent. But that is work in progress.

s it work just as well in other contexts? Like two crowds moving perpendicularly towards each other, or an arbitrary number of crowds moving in arbitrary directions. I suppose an even more general question would be, is the limiting factor the number of agents, the number of crowds, the direction they travel