SIGGRAPH 2014 Video Shows Off Brand New Amazing Techniques For Glass, Plastic & Wood Physics

During this year’s SIGGRAPH event, Tobias Pfaff, Rahul Narain, Juan Miguel de Joya, and James F. O’Brien showcased some new amazing techniques for glass, plastic and wood physics that surpass anything we’ve ever seen. This video shows the future of game physics, though we don’t know whether current-gen consoles (or even high-end PCs) are powerful enough for such effects. Still, it’s great witnessing these physics effects in action, so go ahead and enjoy the video!

Adaptive Tearing and Cracking of Thin Sheets, SIGGRAPH 2014

14 thoughts on “SIGGRAPH 2014 Video Shows Off Brand New Amazing Techniques For Glass, Plastic & Wood Physics”

  1. “though we don’t know whether current-gen consoles (or even high-end PCs) are powerful enough for such effects.”

    Really? So maybe you can take a look at the presented paper. The glass dome scene took 87.7 seconds to simulate one frame (for 25 fps video) on a workstation with an Intel Xeon X5675 CPU.

    1. That CPU can do about 72 and a smile of GFLOPS. A r290x can do about 5,632 GFLOPS. That is roughly 76x faster, which means it can almost do 1 frame/second. Optimize that so it looks realistic (doesn’t have to be very accurate) and it’s doable real time.

  2. “This video shows the future of game physics, though we don’t know whether current-gen consoles (or even high-end PCs)”

    C’mon. You already know the answer to this

    (Hint: It’s PC)

    1. Honestly, by the time physics this accurate become plausible for real-time games, it’ll all be cloud computation. So technically it’ll be PC, consoles, mobile, VR, etc.

  3. These are great simulations from the University of California, hopefully developers can implement this tech not too far down the line.

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