I have developed a new soft keyboard for smart phones. I call it the Pet Keyboard because characters and entire words are invoked by simple hits or short straight pet motions. With it I was able to beat the world record in fast typing. Go to www.petkeyboard.com to check it out. There is a free demo version with all the features but an expiration date.
Matthias Müller-Fischer
I reactivated the demo version. It is free, has the full functionality and expires in 2015 - a lot of time to check it out :-) play.google.com/store/apps/details?id=ch.optobyte.petkeyboarddemo&hl=en
I have developed a new soft keyboard for smart phones. I call it the Pet Keyboard because characters and entire words are invoked by simple hits or short straight pet motions. With it I was able to beat the world record in fast typing. Go to www.petkeyboard.com to check it out. There is a free demo version with all the features but an expiration date.
I have developed a new soft keyboard for smart phones. I call it the Pet Keyboard because characters and entire words are invoked by simple hits or short straight pet motions. With it I was able to beat the world record in fast typing. Go to www.petkeyboard.com to check it out. There is a free demo version with all the features but an expiration date.
updated 13 years ago
I have developed a new soft keyboard for smart phones. I call it the Pet Keyboard because characters and entire words are invoked by simple hits or short straight pet motions. With it I was able to beat the world record in fast typing. Go to www.petkeyboard.com to check it out. There is a free demo version with all the features but an expiration date.
www.youtube.com/c/TenMinutePhysics
matthias-research.github.io/pages/tenMinutePhysics/index.html
Abstract:
The shape matching method is a popular approach to simulate deformable objects in interactive applications due to its stability and simplicity. An important feature is that there is no need for a mesh since the method works on arbitrary local groups within a set of particles. A major drawback of shape matching is the fact that it is geometrically motivated and not derived from physical principles which makes calibration difficult. The fact that the method does not conserve volume can yield visual artifacts, e.g. when a tire is compressed but does not bulge.
In this paper we present a new meshless simulation method that is related to shape matching but derived from continuous constitutive models. Volume conservation and stiffness can be specified with physical parameters. Further, if the elements of a tetrahedral mesh are used as groups, our method perfectly reproduces FEM based simulations
Also check out the tutorial page here: matthias-research.github.io/pages/tenMinutePhysics
You can download the paper from here:
matthias-research.github.io/pages/publications/neohookean.pdf
Play with an online demo!
matthias-research.github.io/pages/challenges/softBody.html
See also my tutorial channel at
matthias-research.github.io/pages/tenMinutePhysics/index.html
For the tutorial notes and the source html code and all other tutorials see matthias-research.github.io/pages/tenMinutePhysics
I give an introduction to 3d vector math, the math that we need to write 3d simulations. In the compact presentation I focus on the part used in simulations. In addition to the definitions of the concepts, I explain my personal intuitions behind the concepts which I developed over time.
In my new channel Ten Minute Physics I am publishing short movies that explain techniques to simulate a large variety of physical effects in real time. I give you the physics background and show you how to code the methods.
This is the presentation of our paper at the Symposium of Computer Animation (SCA 2020). The authors of the paper are: Matthias Müller, Miles Macklin, Nuttapong Chentanez, Stefan Jeschke and Tae-Yong Kim.
For more videos see instagram.com/matthiasmullerfischer
The link to the conference: http://computeranimation.org
The link to the paper:matthias-research.github.io/pages/publications/PBDBodies.pdf
The link to paper video: youtube.com/watch?v=CPq87E1vD8k
Errata:
- Sub-stepping does not remove numerical damping, it only reduces it.
- Constraint Examples - Attachment: n must be normalized
- Same for the hinge joint.
The rolling ball sculpture was inspired by the great work of David Morrell: https://www.rollingballsculpture.com.au/
For more videos see instagram.com/matthiasmullerfischer
Abstract: We present a novel algorithm to extract the rotational part of an arbitrary 3x3 matrix. This problem lies at the core of two popular simulation methods in computer graphics, the co-rotational Finite Element Method and Shape Matching techniques. In contrast to the traditional method based on polar decomposition, degenerate configurations and inversions are handled robustly and do not have to be treated in a special way. In addition, our method can be implemented with only a few lines of code without branches which makes it particularly well suited for GPU-based applications. We demonstrate the robustness, coherence and efficiency of our method by comparing it to stabilized polar decomposition in several simulation scenarios.
Abstract: In computer graphics, simulated objects typically have two or three different representations, a visual mesh, a simulation mesh and a collection of convex shapes for collision handling. Using multiple representations requires skilled authoring and complicates object handing at run time. It can also produce visual artifacts such as a mismatch of collision behavior and visual appearance. The reason for using multiple representation has been performance restrictions in real time environments. However, for virtual worlds, we believe that the ultimate goal must be WYSIWYS – what you see is what you simulate, what you can manipulate, what you can touch.
In this paper we present a new method that uses the same representation for simulation and collision handling and an almost identical visualization mesh. This representation is very close and directly
derived from a visual input mesh which does not have to be prepared for simulation but can be non-manifold, non-conforming and self-intersecting.
This is my particle based liquid simulation "Liquid Fun" on Android. It supports a variety of parameters and is a nice amusement during boring tele conferences :-) I will upload it to the play store soon.
Background music: Red Ocean (Oversea), Generic (John Vanger), Good Morning (United Trance Force), all rights reserved.
We just got our paper "Real Time Dynamic Fracture with Volumetric Approximate Convex Decompositions" which describes the technology behind this demo accepted by Siggraph. Once we have the final approved version of the paper ready, we will put it online.
Abstract: In this paper we focus on the fast simulation of hair and fur on animated characters. While it is common in films to simulate single hair strands on virtual humans and on furry animals, those features are either not present on characters in computer games or modeled with simplified textured meshes. The main difficulty of simulating hair in real time applications is the sheer number of hair strands and the fact that each hair is inextensible. Keeping thousands of deformable objects from being stretched is computationally expensive.
In this paper, we present a robust method for simulating hair and fur that guarantees inextensiblity with a single iteration per frame. For an iteration count this low, existing methods either become unstable or introduce a substantial amount of stretching. Our method is geometric in nature and able to simulate thousands of inextensible hair strands in real time.
play.google.com/store/search?q=petkeyboarddemo&c=apps
It has the full functionality and an expiration date. The full version is only 1 dollar:
play.google.com/store/search?q=petkeyboard&c=apps
Abstract: We present a GPU friendly, Eulerian, free surface fluid simulation method that conserves mass locally and globally without the use of Lagrangian components. Local mass conservation prevents small scale details of the free surface from disappearing, a problem that plagues many previous approaches, while global mass conservation ensures that the total volume of the liquid does not decrease over time. Our method handles moving solid boundaries as well as cells that are partially filled with solids. Due to its stability, it allows the use of large time steps which makes it suitable for both off-line and real-time applications. We achieve this by using density based surface tracking with a novel, unconditionally stable, conservative advection scheme and a novel interface sharpening method. While our approach conserves mass, volume loss is still
possible but only temporarily. With constant mass, local volume loss causes a local increase of the density used for surface tracking which we detect and correct over time. We also propose a density post-processing method to reveal sub-grid details of the liquid surface.We show the effectiveness of the proposed method in several practical examples all running either at interactive rates or in real-time.
Abstract: often require solving global non-linear systems and remain computationally expensive for computer game uses. Real time performance can be achieved by allowing damping or stretching at reduced solver costs, but these compromise visual realism - the cloth either looks stretchy or fine wrinkles get lost.
Our long range attachment (LRA) method exploits that typical game character clothing tends to be attached to some kinematic parts of the character. LRA method applies unilateral distance constraint between free particles of the cloth to distant attachment point on the character, preventing them from stretching away from the kinematically driven attachments (e.g. shoulder for a cape). This simple step provides an efficient shortcut for enforcing global inextensibility that can be readily implemented into existing game physics methods such as PBD.
In this video we show our new destruction prototype. Here, objects are fractured on the fly. There is no limit of how many times pieces can be fractured. Also, the fracture pattern depends on the impact location. The original objects as well as the pieces are allowed to be non-convex which is an additional challenge.
To simulate the massive amount of rigid bodies we use GRBs - GPU accelerated rigid boides. The scene runs above 40 fps until the end including rendering on an nvidia GeForce GTX 480.
In this video we show our new destruction prototype. Here, objects are fractured on the fly. There is no limit of how many times pieces can be fractured. Also, the fracture pattern depends on the impact location.
To simulate the massive amount of rigid bodies we use GRBs - GPU accelerated rigid boides. The scene runs above 40 fps until the end including rendering on an nvidia GeForce GTX 480.
For more videos see instagram.com/matthiasmullerfischer


