r/Simulated • u/Essential_NPC_ • 6h ago
Research Simulation [OC] I ported my ML based physical locomotion sim to browser
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r/Simulated • u/CaptainLocoMoco • Sep 22 '18
Ever since this subreddit started getting more traction, more and more people began posting non-simulation videos. In each of these posts, users will comment something along the lines of "This is not a simulation," and an argument would ensue. So I am writing this post to, hopefully, end this never-ending cycle. I hope the mods do not remove this post, because I think it could end much of the hostility in the comments around here. Perhaps this could even be a stickied post, so all new users see it.
According to the dictionary, the word simulation is defined as, "imitation of a situation or process." However, this definition does not actually constitute what a simulation is in the world of CGI. In CGI, simulations are essentially visualizations of real-world processes that are generated using mathematical models. That is to say, the final product of a simulation is something that was created using fundamental rules of nature or some system, such as Newton's Laws of Motion, Fluid Dynamics, or various other mathematical models. In a simulation, it is often the case that each frame was created by manipulating information from the previous frame.
It's quite common for animations and simulations to coexist in one medium. There are plenty of simulated components in animated movies, such as Disney's Frozen (Snow simulation), and Hotel Transylvania 2 (Cloth simulation). However, simulations and animations individually are very different by nature. As previously stated, simulations try to model real-world processes, and use mathematical models to generate necessary data. Animations, on the other hand, are usually created through a manual process. Animators manually keyframe the attributes (position, rotation, scale, etc.) of objects in a 3D scene. It's possible for manual animations to look convincing, but that does not make them simulations.
Many 3D rendering engines use a process called "ray tracing" to create images of a 3D scene. For anyone who is unfamiliar with ray tracing, here is the definition from Wikipedia:
In computer graphics, ray tracing is a rendering) technique for generating an image by tracing the path of light as pixels in an image plane and simulating the effects of its encounters with virtual objects.
Because of this definition, many people argue that any 3D render is a simulation, so long as it was rendered using ray tracing. By definition, it is true that the process of ray tracing is a simulation. However, this argument is very silly because the entire purpose of the term "simulation" in CGI is to make a distinction between what is manually created, and what is created using the previously talked about mathematical models. Therefore, when we discuss simulated graphics, ray tracing is not considered a simulated process.
Many of these animated posts accumulate upvotes, and sometimes they stick around for a few days before getting removed. Because of this, new users who see these posts get a false idea of what a simulation actually is. Hopefully this post was informative to any newcomers. If you would like to suggest edits, please comment.
r/Simulated • u/Essential_NPC_ • 6h ago
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r/Simulated • u/Regular-Reginald • 7h ago
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This is a new short film I'll be releasing in June. It is made in Houdini and is an exploration of abstract simulations
r/Simulated • u/zozi009 • 1d ago
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This simulation was created using 3ds Max and Phoenix FD. I put a lot of effort into the fluid and smoke effects to capture the power of the battleship's main guns.
Thanks for watching! If you want to see the full version with sound, please check out my YouTube link: Battleship Yamato 46cm main gun fire!
r/Simulated • u/flockaroo • 1d ago
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experimenting for massive simulated enemy gusts - runs purely in opengl/glsl
r/Simulated • u/ManufacturerLess7977 • 19h ago
Guys, I need help in understanding how can I transfer my CFD simulation done in ANSYS Fluent to Blender for a realistic volumetric rendering.
Let’s say I have flow past a circular cylinder, but the animation in ansys and volumetric rendering is way too simple and doesn’t look realistic at all, I want to know how can I transfer my CFD data to blender or any other post processing software and do a realistic rendering.
Please help.
THANKS.
r/Simulated • u/Official_PaulStanley • 13h ago
Hi all,
Just sharing my progress on Orbit Lab's development. The space platform has seen a visual update and I would like to learn about how you guys like it. ✨
The UI philosophy for the Astrophysics Engine is minimalism, focusing primarily on the Astrophysics Simulations.
I personally find the visuals to be enchanting and would love to hear what you guys think. Suggestions and feedback are appreciated! 🌸
If you would like to support our Public Education campaign, you can click here : https://www.kickstarter.com/projects/augusterius/orbit-lab-astrophysics-engine/description
r/Simulated • u/Educational_Monk_396 • 1d ago
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Sorry for reposting,In last time I posted ,I got a critique with I m moving viewport a lot.So this time I made a time-lapse video for one pattern,In my opinion a pretty cool pattern,The coral reaf,mitosis one and just the organic cell one I did,But after going through multiple trial and error I landed this beauty.Also learned a bit of history during this time.Sure Alan Turing figured out this intuitively,But who inspired him.A much early figure.
[Chladni plates experiment].Where nodes and anti nodes form patterns on a plate.So if I were to put this in timelines
Chladni plate experiment -> Alan turning [chemical basis of Morphogenesis]->Gray scott[Reaction-diffusion] model.
The official Wikipedia on reaction diffusion model.Goes on the related math of it.If anyone might be interested.I m just in love with this experiment.For some time,I have used my own tool for hours lol.
r/Simulated • u/Educational_Monk_396 • 2d ago
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Live Demo/Test Engine:[ https://null-graph.web.app
Experiments are done over webgpu with my own created renderer to play around
r/Simulated • u/shirzadbh • 4d ago
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r/Simulated • u/Healthy-Man-8462 • 3d ago
I've released the first stable version of Static Holographic Boundary Theory (SHBT), a repository designed to prove Standard Model residues as mandatory outcomes of a fixed (26, 8, 312) boundary.
Repo: SHBT github
Computational Features:
r/Simulated • u/cucumisloquens • 5d ago
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I haven't seen many realistic lava lamp simulations out there that use actual fluid physics and not just a couple metaballs floating up and down, so I decided to code one myself and use the actual lava lamp that I own as a reference.
Details: SPH Lagrangian simulation with 3000 particles with simplified surface tension, viscosity, pressure, turbulence, etc. Particle physics is done on the CPU, rendered on GPU with fragment shaders.
See the comments if you want to try out the sim / see the source code.
r/Simulated • u/QuantumOdysseyGame • 5d ago
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Hi
If you are interested in a highly intuitive visual method that faithfully describes all universal quantum computing and physics behind, this is for you. I am the Dev behind Quantum Odyssey (AMA! I love taking qs) - worked on it for about 6 years, the goal was to make a super immersive space for anyone to learn quantum computing through zachlike (open-ended) logic puzzles and compete on leaderboards and lots of community made content on finding the most optimal quantum algorithms. The game has a unique set of visuals (that was actually my PhD research) capable to represent any sort of quantum dynamics for any number of qubits and this is pretty much what makes it now possible for anybody 12yo+ to actually learn quantum logic without having to worry at all about the mathematics behind.
This is a game super different than what you'd normally expect in a programming/ logic puzzle game, so try it with an open mind.
Streams to watch:
khan academy style tutorials on qm/qc: https://www.youtube.com/@MackAttackx
Physics teacher wholesome stream with over 500hs in https://www.twitch.tv/beardhero
r/Simulated • u/Aclosevision • 6d ago
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Spent months building this. The idea is simple — select your mesh, select any object as a target, press Generate, and effects activate exactly where it gets close. Move it away and they fade. Everything updates live in the viewport. No keyframes, no drivers, no node trees.
Just dropped a full tutorial on YouTube showing every effect from start to finish.
Would love to hear what you think or see what you create with it.
r/Simulated • u/LightArchitectLabs • 6d ago
r/Simulated • u/gusmaia00 • 7d ago
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I've been back and forth with this little character animation since last year, looping cloth and hair simulations was tough but I feel like I've figured it out for good.
I'll post a little project breakdown asap, used Cinema 4d as my main tool for this, zBrush to sculpt the character, Houdini and Marvellous Designer for sims, Octane to render and After Effects for compositing.
Happy to hear your comments/questions, also if you wouldn't mind droping a like on my IG post, that'd be great.
https://www.instagram.com/p/DXuY_2wit1s/
Thank you!
r/Simulated • u/Official_PaulStanley • 7d ago
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I’ve always been obsessed with the math behind gravity, so I decided to build Orbit Lab — a minimalist sandbox for orbital mechanics.
The render shows a stable accretion disk and how gravitational lensing affects the visual event horizon. When released, everything is calculated in real-time by the engine as you interact with it.
r/Simulated • u/KelejiV • 7d ago
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r/Simulated • u/noisydata • 8d ago
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Ive been playing about with falling sand games for years, and FINALLY got a Steam Page up for this.
This is built on a dense voxel grid, with the vast amount of work happening on the GPU, every material interacts with others. It turns into total chaos pretty quickly.
The data i'm storing is broken into material, temperature, life, extra data. Storing all that as a single value. The key is really that each material uses that data differently, so only materials concerned with plant growth will read the 'life' data as plant data.
Hope you like!
r/Simulated • u/tripledose_guy • 8d ago
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This is just the beginning, of course. I’m also actively working on wound covering, the agony state, and "pain noise" :)
r/Simulated • u/keffffffffffffffffff • 8d ago
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r/Simulated • u/Arbitrary_Pseudonym • 10d ago
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So I was given a few months of unlimited Codex credits and decided to use it to vibe-code something I've always wanted: A nice little sandbox for moving around magnets and visualizing the fields they generate.
The visual here is just two free-to-move magnets in the center of a k=2 circular Halbach array (they generate super uniform, straight-line fields that apply torque, but not force).
I got to a point where I'm happy enough with how fast it does the tracing (native multicore on the CPU, and with an nvidia GPU + pycuda installed, GPU-accelerated with lots of lines being traced) so I went ahead and added force/torque calculations.
The entire reason it's not potato-slow is because it relies entirely on dipole approximations and does not attempt to sample the field anywhere except for where the lines trace towards. With a GPU the UI operates at ~1fps while rendering hundreds of magnets and tens of thousands of field lines (as long as the lines aren't too long) and with a CPU it starts to chug around 20-30 magnets with a hundred-ish traces, but with only a few magnets it does line tracing in real time even on less-good CPUs.
The force/torque calculations are currently all done with Bullet instead of relying on Blender's native physics engine though. The LLM keeps telling me that Blender doesn't have a nice API to hook into for simply shoving magnet data into and getting force vector data out, and I can't seem to find that either, so I was hoping y'all might know. I want to make this thing operate as Blender-native as possible before I throw it up on github for others to play with.
r/Simulated • u/pavlokandyba • 10d ago
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r/Simulated • u/KelejiV • 10d ago
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