Stanford Invented The Ultimate Bouncy Simulator! 🏀

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  • Published on Jan 7, 2022
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    📝 The paper "Bounce Maps: An Improved Restitution Model for Real-Time Rigid-Body Impact" is available here:
    graphics.stanford.edu/project...
    📝 The amazing previous works:
    - Input video, output sound - www.youtube.com/watch?v=kwqme...
    - Input sound, output video - www.youtube.com/watch?v=aMo7p...
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  • Science & TechnologyScience & Technology

Comments • 127

  • Atilla menteş
    Atilla menteş 4 months ago +204

    This channel is the most interesting and encouraging channel I've ever watched. I'm a cg artist and I love watching this channel for inspiration and foreseeing the future of our industry :)

    • eamonia
      eamonia 4 months ago

      @PatchCornAdams723 Shit, you got myself and a couple billion others that can't even do that so you're at least you're somewhat ahead of the game. I modeled a bong in Blender about 20 years ago though if that counts. 😆

    • PatchCornAdams723
      PatchCornAdams723 4 months ago

      Friend I have been messing around on C4D for 3 years now and I still can't model anything organic, only hard surface models.
      It's so sad :(

    • Mack
      Mack 4 months ago

      W

    • eamonia
      eamonia 4 months ago

      It's like watching the future unfold before it gets here. It's gonna be so cool in the next coming years to look back on videos of him saying, "I can't wait to see how much these papers will develop in the next few years." a few years from now and seeing what the future holds. Because let's be honest, you know you can't help but think how cool this is going to make video games in the future. Thanks again Doc.

    • The Snazzmaster
      The Snazzmaster 4 months ago +1

      My perspective on this channel changed when I started applying to college lol

  • Geriatric Millenial
    Geriatric Millenial 4 months ago +138

    I can see this work further down the line for bone simulations as described towards the end mixed with simulated muscle and tendons.

    • Two Minute Papers
      Two Minute Papers  4 months ago +16

      Hey there Steven, check this out, and thank you so much for your generous support! - thexvid.com/video/higGxGmwDbs/video.html

  • Loljptrollergami
    Loljptrollergami 4 months ago +51

    This is actually extremely interesting, I have thought about generating sounds directly inside an engine, but I've always thought it was simply impossible to do

    • Loljptrollergami
      Loljptrollergami 4 months ago

      @Mika Korhonen still tho I really like whatever is going on with this study

    • Loljptrollergami
      Loljptrollergami 4 months ago +2

      @Mika Korhonen Sound waves can most certainly be simulated with ray tracing

    • Mika Korhonen
      Mika Korhonen 4 months ago +1

      @Loljptrollergami I don't know what raytracing has to do with sound waves.
      I imagine that main simulated thing is vibration frequencies of the object. You need to know material and shape of the object. Object transfers its vibration in to air movement and you hear it as a sound.

    • Loljptrollergami
      Loljptrollergami 4 months ago +8

      @Mika Korhonen cause I thought it would be having too many parameters to take into account, but at the same time, now that raytracing is a viable method, it doesn't sound too out there to think of raytracing applied to sounds

    • Hagen von Eitzen
      Hagen von Eitzen 4 months ago

      I once tried something like that by following all object coordinates from a physics simulation and whenever three consecutive positions could neither be explained by 9.81m/s² gravity acceleration nor by resting (e.g., on the ground), I'd add a short sound, even at the correct stereo position. In this simple manner, it didn't work too well (how loud should it be? Should it be a "bing" or a "bong"? Was that really tiny bounce or just air resistance?) Ultimately, me manually picking points in time when single more prominent bounce happen and using noise-lie sounds of frequent bounces (as in pouring pebbles) in the background sounded (somewhat) better.

  • The Fish
    The Fish 4 months ago +77

    Guys... real life bouncy castle SIMULATION.
    What a time to be alive.

  • Joe Black
    Joe Black 4 months ago +27

    It's been a few years since I read the paper, but weren't the bounce maps primarily about taking into account the shape of the object in the restitution model via FEM simulation done as a pre-process instead of artist control?

    • StefDevs
      StefDevs 4 months ago +8

      This. Those "crazy" versions looked sooo much more realistic! I want this in my physics engine, and it seems like it wouldn't be all that difficult to sample the bounce-map performantly. Will definitely be giving this a look.

    • Tomáš Mládek
      Tomáš Mládek 4 months ago +12

      My thoughts exactly, it seemed much less about "designing crazy hockey sticks" rather than faithfully modelling the bounciness of an *actual* hockey stick (which obviously varies depending on the contact point).

  • DarkMode
    DarkMode 4 months ago +36

    There is so much creativity in the world! Feels great to see such amazing papers especially on Two Minute Papers 😄

  • Xyril Dan Manuel
    Xyril Dan Manuel 4 months ago +10

    that audio to video simulator is insane. just imagine the possibilities of that technology with forensics. with just audio data, information can be virtually deduced about falling objects

    • Robert Brown
      Robert Brown 4 months ago +2

      @Bradly Cellini it's nonetheless an interesting avenue of thought that a sound could be analysed by a system to detect and infer any particular physical action using just the sound..
      If It can attempt to calculate what a particular size Lego brick sounds like, it must be comparing the sound to it's bank of other 'known' sounds and scoring them based on similarity.. So if it had a huge bank of known sounds it could potentially be viable to predict wether something was a firecracker compared to a car misfire or a gunshot - although the crossover is high.
      The quality of microphones and other audio artefacts are probably a problem so large, that a system like this could never be used as evidence, but it could surely be viably developed as a forensic/investigative tool/cue for deducting clues from audio alone.
      I don't know a huge deal about current forensic/detective technology - but it's super interesting nonetheless..reminds me of some black mirror type plot
      Also awesome video as always - Keep up the awesome papers

    • Bradly Cellini
      Bradly Cellini 4 months ago +6

      I would be careful about that assumption, because I imagine there are a lot of ways an object could fall to give the appearance of matching the sound. The results are very impressive, still. Especially being hand-crafted.

  • JohnIB
    JohnIB 4 months ago +23

    Ah! This could be very useful to me, I'm developing a bouncing object with some very specific counterintuitive behaviours (specifically rebound angle), and this would make conceptual testing of different configurations very easy!

  • Elijah Madden
    Elijah Madden 4 months ago +9

    Oh my God, I forgot to hold on to my papers, and they all flew away when you said the sound-to-animation was all done without machine learning!

  • Khiêm Nguyễn
    Khiêm Nguyễn 4 months ago +18

    Greate vid as always. Anyways I need this for my virtual bouncy castle experience

  • Ian Grams
    Ian Grams 4 months ago +1

    I for one am happy to see videos about older papers like this. Thanks for doing your part in trying to introduce a wider audience to the work!

  • Tünde Eszlári
    Tünde Eszlári 4 months ago +9

    Köszönjük az egész éves munkádat 2021.ben! Csak így tovább 2022-ben is, és még tovább! ❤👌👍 Nagyon jó lett a videó.

  • Simon Semmler
    Simon Semmler 4 months ago

    i really love this channel, although i would also appreciate a little more non-physics-simulation based papers

  • Trance Emerson
    Trance Emerson 4 months ago +1

    you could also take the transients of the object impact and then re sequence the sound to match any new animation, because kinetic energy decreases over time, and it's already sorted in order of impact force.

  • Pedozzi
    Pedozzi 4 months ago

    Would be nice to see how it behaves with high frequency impacts, like a spinning disk or a playing dice

  • Bipul Mohanto
    Bipul Mohanto 4 months ago

    I actually always want to ask a question, which simulator engine normally the engineers use to create such amazing simulation?

  • IdealSound & Performance

    I love that if you see something cool that you missed you still share it. Love it. Can't wait to see this kinda stuff implemented, makes me want to do some of it myself

  • Educational YouTube
    Educational YouTube 4 months ago

    I love these physics experiments!

  • tuseroni
    tuseroni 4 months ago +1

    could be nice if you could run it backwards, take a video of an object being hit at various points to create a bounce map, ideally predicting bounces for areas not seen

  • Bunk Soup
    Bunk Soup 4 months ago +2

    I want to know more about the audio generator. I didn’t think that technology existed yet.

  • Leonardo SA
    Leonardo SA 4 months ago

    This is amazing... i wonder how this would do with that other project that tear materials, i imagine it with breaking glass and it falling on the floor or breaking in a bouncy surface

  • Jack Salzman
    Jack Salzman 4 months ago +1

    Now just add this to the current fracturing, softbody, and liquid physics engines and you’ve got yourself the ideal simulation engine!

  • Proto Ty
    Proto Ty 4 months ago +2

    Is there an interesting scientific reason for simulations always looking like they’re in slow motion? Just curious :)

    • rytan 451
      rytan 451 4 months ago +1

      Things fall really fast in real life, so by slowing stuff down, you can see the detail of the physics more, rather than them just flying by our eyes without being noticed

    • Collin
      Collin 4 months ago +4

      Played back in slow motion, ie. 30fps playback of 60fps footage . Them being hard to calculate is not inherently related to the frame rate. It could also be that things are larger or smaller than you think they are. Or that gravity is weaker in the simulation.

    • Marko Tintor
      Marko Tintor 4 months ago

      Very high cost to compute them.

  • Santhanalakshmi S M
    Santhanalakshmi S M 4 months ago

    Awesome video 🎉🎉How did they calculate that each object should be bounced and flipped for these many number of times or iterations ?

  • Grana
    Grana 4 months ago

    I love bouncing things, so i really love this paper

  • Howard Yoo
    Howard Yoo 4 months ago

    Imagine there was a game using all of the technology two minute papers have shown in this channel

  • Kaan Ünsel
    Kaan Ünsel 4 months ago

    I hope this video inspire researchers so they work on a new more accurate method regarding this topic

  • Kip
    Kip 4 months ago

    I seriously want Bounce Maps in game development now.

  • R B
    R B 4 months ago +3

    Do these get released as add-ons to Blender? Then artists can experience.

  • joe_the_magi
    joe_the_magi 4 months ago +1

    Wow that is truly Amazing!

  • juliandarley
    juliandarley 4 months ago +4

    the possibilities for creating sound to match video (thexvid.com/video/55PJtqpXAm4/video.html) and video to match sound (?t=78) are really quite amazing!

  • Wobbly Pod
    Wobbly Pod 4 months ago

    !!! This is insanely brilliant.

  • luisfcd
    luisfcd 4 months ago

    Man, I dropped the CS348c class with prof Doug James this quarter. Didn't know he did such amazing work, will definitely take the class with him later on.

  • herozero777
    herozero777 4 months ago

    Great job man.

  • ZO ZO
    ZO ZO 4 months ago

    Im not convinced yet with these works, they bounce more than they have to

  • Roger Isaksson
    Roger Isaksson 4 months ago

    Some shit never gets old. 👍

  • Lucas Webb
    Lucas Webb 4 months ago

    This is why your are the best channel for information the public on things they need to know! Good job! Sponsor

  • User unknown
    User unknown 4 months ago +5

    Wish i could use this stuff in softwares like blender.

    • sillyshitt
      sillyshitt 4 months ago

      Blender could use some better simulation based on this kind of research. Someone should tell the devs =)

    • Mr Margaret Scratcher
      Mr Margaret Scratcher 4 months ago +2

      I think that discoveries made through papers like this can eventually filter through into addons for Blender.

  • mryodak
    mryodak 4 months ago

    Reminds me of "More Bells and Whistles" demo from back in the day.

  • Mr Margaret Scratcher
    Mr Margaret Scratcher 4 months ago

    You had me at "Let's see that bouncy knob"...

  • Dominus
    Dominus 3 months ago

    Videogames need more real physics

  • B J
    B J 4 months ago +4

    I wonder if the dead spots on the bounce maps for the sports sticks are engineered that way IRL to reduce the amount of vibration transmitted through the stick to the hands?

  • Jutsin
    Jutsin 4 months ago

    This team could simulate sounds hitting the small bones in the human ear. An accurate and high-fidelity simulation of that would have very significant implications for the medical field. Could use it to study hearing loss, hearing damage, possible materials to use for a surgical replacement, etc.

  • Fun From Above
    Fun From Above 4 months ago

    What a time to be alive!

  • Alfredo Arias
    Alfredo Arias 4 months ago

    The sound animation algorithm blew my mind.

  • Chris Applin
    Chris Applin 4 months ago

    You literally sound like a mad scientist hahaha. Brilliant XD

  • blasttrash
    blasttrash 4 months ago +1

    which programming language or framework is used to make these animations?

  • Boran Wang
    Boran Wang 4 months ago

    Thank you for letting us know!

  • Süßy baka - KFP Avian Resources Analyst

    I am not an artist, I know only the basics of solid mechanics before I took my engineering degree to other directions. But I gotta say, all of this used to be bleeding edge structural engineering. It took an engineering PhD a lot of time and creativity to create a feasible numerical model where useful predictions could be made, and only then could designs be validated against.
    It is awesome to know technology has advanced to a point where we can create simulated solids with variable parameters and run simulations over then for the visual effects.

  • Ser Ta
    Ser Ta 4 months ago +2

    Nowt the knowledge is bouncing around in the internet

  • Killian Killian
    Killian Killian 3 months ago

    The sound to video is unbelievable!

  • Custos
    Custos 4 months ago

    Now get this shit to game devs and animators in general, and let's end voice sync issues forever, especially considering voice sync should've been solved eons ago.

  • Colton Eakins
    Colton Eakins 4 months ago

    your channel keeps me going

  • Kevin Luo
    Kevin Luo 4 months ago

    Interestingly, warm water is less viscous than cold water, so sounds different.

  • LiaoM4sta
    LiaoM4sta 4 months ago

    the 2014 paper is amazing

  • The GAME is here!
    The GAME is here! 4 months ago

    "what a time to be alive"

  • Ray Fletcher
    Ray Fletcher 4 months ago

    Is the software available for download?

  • Collin
    Collin 4 months ago +1

    I don’t fully understand why the bounce maps are impressive. Couldn’t you just take an ordinary physics simulator from a game engine and calculate the bounciness of a contact based on the location of the contact and a texture. The simulator that they applied bounce maps in seems impressive though, given it isn’t simply a normal simulator with a really small time step.

  • Mr Silvuple
    Mr Silvuple 4 months ago

    "that is about to stop bouncing" I think.
    But great

  • Ser Ta
    Ser Ta 4 months ago

    Amazing paper

  • Omega Trending
    Omega Trending 4 months ago

    Nice video ☺️👍

  • atyem 999
    atyem 999 4 months ago

    so cool love it

  • nosferatz
    nosferatz 4 months ago

    It's only a matter of time before this is incorporated into a Skyrim jiggle physics mod.

  • Pruthviraj N
    Pruthviraj N 4 months ago

    This channel is what saves mankind...
    So much useless trash on TheXvid that these channels need to be mined

  • TheLazy0ne
    TheLazy0ne  4 months ago

    😏 Adult games already are benefiting from this technology.

  • Sage Eden
    Sage Eden 3 months ago

    okay, but can it animate squahs and stretch??? no??!?! that's what I thought. #2D>3D

  • Manny Der
    Manny Der 4 months ago

    at 1:55 -- that's just nuts!

  • Yuchao Fan
    Yuchao Fan 4 months ago

    this is awesome

  • Adriano Rodrigues
    Adriano Rodrigues 4 months ago

    If not the, one of the best channels ever

  • I'm the captain now
    I'm the captain now 4 months ago +4

    as early as 2014 this is magic

  • B.Mahmoud
    B.Mahmoud 4 months ago +1

    So much creativity

  • Liran Barsisa
    Liran Barsisa 4 months ago

    1:48 "it can even shoot a music video for you! (links are in the video description)"
    Where are the links to the music video?

  • Neem Baker
    Neem Baker 4 months ago

    Sure. Recognize Stanford in the title. Smaller institutions like kudos too.

  • iGadget
    iGadget 4 months ago

    How can I use all of these nice tools for *creating music videos* & other artistic outputs? Can someone help me here?

  • Tomlacko
    Tomlacko 4 months ago +3

    3:08
    "And now, let's see that bouncy knob."
    - Károly 2022
    (I'm so sorry)

  • Let’s take a walk
    Let’s take a walk 4 months ago +2

    This will not at all be used for some features on female videogame characters.
    Thighs.

  • SAURABH KASHYAP
    SAURABH KASHYAP 4 months ago

    I came here to listen the first line ❤️😀

  • TaeWilliam
    TaeWilliam 4 months ago

    does this mean what I think it does? 😳

  • Daniel Armstrong
    Daniel Armstrong 4 months ago

    This is not a very impressive one at all, we were doing this many years ago in the Bepu physics engine.

  • vo_xo
    vo_xo 4 months ago +1

    insanity for 2017

  • D S
    D S 4 months ago

    Did this guy accidentally put too many full stops and comas in his script

  • drain gang uranium
    drain gang uranium 3 months ago

    This is the choice of Steins Gate.

  • Alex
    Alex 4 months ago

    So why do we need that?

  • Rybo
    Rybo 4 months ago

    *B O U N C E*

  • Ytterbium Yttrium
    Ytterbium Yttrium 4 months ago

    moar bouncy sim. yess please

  • Joseph
    Joseph 4 months ago

    Thank you and thank you Wang et al. (2017) ☺️💫

  • Unveil
    Unveil 3 months ago

    PEOPLE HAVE TO KNOW !!!!!!!!!! Thanks!!!

  • Aussie Raver
    Aussie Raver 4 months ago

    1:08
    Woah

  • Kilgorio
    Kilgorio 4 months ago

    wow

  • mdoerkse
    mdoerkse 4 months ago

    I don't understand the point of this variable bounciness.

  • Shikyo Kira
    Shikyo Kira 4 months ago +6

    I'm disappointed that of all the bouncy things they have tested, they did not test the bouncy thing that we care the most

    • Proloy Codes
      Proloy Codes 4 months ago

      @Wout Motmans if you dont know what he is talking about, you are probably too young for that

    • Wout Motmans
      Wout Motmans 4 months ago +1

      Huh, I'm curious of what bouncy thing you are thinking of?

  • Jeffrey Hage
    Jeffrey Hage 4 months ago

    Is it really necessary to fluctuate every syllable of every word like that? It feels like every word is a sentence on its own. It hurt my brain.

  • Galaxis
    Galaxis 4 months ago

    And...

  • Crabby Boi
    Crabby Boi 4 months ago

    6th

  • xilefx
    xilefx 4 months ago +2

    am I the only one who finds the voice over so annoying that I rather watch these without sound and try to guess than listening to him?

    • J
      J 4 months ago +2

      Im the opposite really, sometimes I just listen