Invidious: https://inv.nadeko.net/watch?v=VOORiyip4_c
YouTube: https://youtu.be/VOORiyip4_c
The video talks about a new paper in a techniqe to eliminate clipping of vectors. The only problem is, it is extremely computational expensive. I compare this to RayTracing, which will be viable in the future only if all the tools implement it. I assume the hardware chips that support RayTracing could be used for this new technology too, but that is just my personal assumption here.
I left the original title of the video, as it would be editorial otherwise.
Video description (only relevant parts):
📝Paper: drive.google.com/file/d/1OrOKJH_im1L4j1cJB18sfvNHEbZVSqjL/view Code and examples are available here: github.com/st-tech/ppf-contact-solver Guide on how to try it: drive.google.com/file/d/1n068Ai_hlfgapf2xkAutOHo3PkLpJXA4/view
Sources: youtube.com/watch?v=5GDIoshj9Rw youtube.com/watch?v=X53VuYLP0VY youtube.com/shorts/x0WjJgotCXU youtube.com/watch?v=Qu4Of18Kf2M
📝 My paper on simulations that look almost like reality is available for free here: rdcu.be/cWPfD
Or this is the orig. Nature Physics link with clickable citations: nature.com/articles/s41567-022-01788-5
Correct but this will save so many hours of fine tuning scenes. I can definitely see games using this for their cutscenes to start off with until the engines can efficiently incorporate this into their rendering. We’re years off but a huge step in the right direction.
Aren’t most newer games just using in-engine cutscenes nowadays?