A Material Point Method For Snow Simulation
disneyanimation.com
disneyanimation.com
The simulation method used is Material Point Method, a technical that is used in engineering simulation but hasn't really been used much in Visual Effects. This will likely change now that there are these impressive results.
The one issue I've seen people in the industry mention about this paper is that the the simulation times are quite long.
It is too bad they didn't break out the individual steps to show where the time was spent. Could simply be unoptimized code. I notice there is a restriction on the time step to be less than 0.5 x 10^-3 s, not sure if that is the main difference.
I work on a real-time multi-player game, and our physics step is actually larger than our framerate, we interpolate the rest, I guess that's quite the opposite of this :)
The snowballs colliding is extremely impressive.
That being said, the visuals do indeed have a "wow" factor to them.
[1] https://disney-animation.s3.amazonaws.com/uploads/production...
[1] Though this IS disney we're talking about and they certainly don't need journals for getting an audience for their papers
There's a lot of competition, but still there's a lot of open stuff like OSL, OIIO, OCIO, OpenSubDiv that multiple facilities contribute to.
Great work for where they got to, but it's not quite right yet.
I'm sure Disney et al will find ways to distract you enough not to notice.
I'm far more interested in seeing snow falling, especially with (for example) a street-lamp contrasting it. That would be something to marvel at.
It's amazing the amount of work put into these movies. Most moviegoers won't realize what it took to simulate snow realistically, but the would have noticed if it was wrong.
The woman walking (post holing is the technical term) looked off for the same reason...the snow didn't look slaby/crusty enough to act like it was.
[1]http://2.bp.blogspot.com/-4pGis30qlj0/TwcAGuSz8fI/AAAAAAAAAW...
With displacement, it tries to fake it by extrapolating the linear displacement and assumes that applies over the entirety of it, when in actual fact as soon as it displaces, the strain field in the material will change and it needs re-solving.
It's a good tool, but it has its limitations.
I think you meant to say 5:20 ^^
There are also some really rough tessellation techniques in use to simulate ground snow walking in games out now, like that Assassins Creed with the native americans.
http://lesterbanks.com/2012/03/10-great-examples-of-naiad-in...
It depends on the accuracy of them and the resolution / speed they're going to get rendered at.
Assuming this simulation is largely parallelizable (likely, because matter acts locally), then for whatever the hardware it ran on cost, in 15 years it should take 5 * 60/1000= .3 seconds per frame (not 0.04s, for 25 fps). In 20 years, it would be .03s (33 fps). But consider that fakey shortcuts that look OK will be assiduously sought.
Moore's Law (and especially this corollary) have a few years left, but maybe not 15 years... However, I'm optimistic about another technology taking over (as has happened previously). There's plenty of scope, considering what brains and cellular machinery can do. (I think the quantum stuff is BS. Probably.)
There's just no way that you'd get that kind of effect with that kind of snow. It looks more like the kind of thing that you'd get from non-uniform snow that has a crust on top (and that kind of snow is not sticky and not melting).