Procedural Yarn Models for Cloth Rendering | Two Minute Papers #76

Dear Fellow Scholars, this is Two Minute Papers
with Károly Zsolnai-Fehér. Today we’re going to talk about a procedural
algorithm. But first of all, what does procedural mean? Procedural graphics is an exciting subfield
of computer graphics where instead of storing a lot of stuff, information is generated on
the fly. For instance, in photorealistic rendering, we’re trying to simulate how digital objects
would look like in real life. We usually seek to involve some scratches on our digital models,
and perhaps add some pieces of bump or dirt on the surface of the model. To obtain this,
we can just ask the computer to not only generate them on the fly, but we can also edit them
as we desire. We can also generate cloudy skies and many other things where only some
statistical properties have to be satisfied, like how many clouds we wish to see and how
puffy they should be, which would otherwise be too laborious to draw by hand. We are scholars
after all, we don’t have time for that. There are also computer games where the levels
we can play through are not predetermined, but also generated on the fly according to
some given logical constraints. This can mean that a labyrinth should be solvable, or the
level shouldn’t contain too many enemies that would be impossible to defeat. The main selling
point is that such a computer game has potentially an infinite amount of levels. In this paper, a technique is proposed to
automatically generate procedural yarn geometry. A yarn is a piece of thread from which we
can sew garments. The authors extensively studied parameters in physical pieces of yarns
such as twisting and hairyness and tried to match them with a procedural technique. So, for instance, if in a sudden trepidation
we wish to obtain a realistic looking piece of cotton, rayon or silk in our light simulation
programs, we can easily get a unique sample of a chosen material, which will be very close
to the real deal in terms of these intuitive parameters like hairyness. And we can not
only get as long or as many of these as we desire, but can also edit them according to
our artistic vision. The solutions are validated against photographs
and even CT scans. I always emphasize that I really like these papers where the solutions
have some connection to real world around us. This one is super fun indeed! The paper is a majestic combination of beautifully
written mathematics and amazing looking results. Make sure to have a look! And you know, we always hear these news where
other YouTubers have problems with what is going on in their comments section. Well,
not here with our Fellow Scholars. Have a look at the comments section of our previous
episode. Just absolutely beautiful. I don’t even know what to say, it feels like a secret
hideout of respectful and scholarly conversations. It’s really amazing that we are building a
community of Fellow Scholars, humble people who wish nothing else than to learn more. Thanks for watching, and for your generous
support, and I’ll see you next time!

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  • CynicatPro says:

    Comment section has been very nice lately! because of that i feel it necessary to do this: FIRST!

  • michaelemouse1 says:

    Dear Sir,

    Do I understand correctly that procedural methods are a form of compression which spares memory bandwidth by emphasizing compute i.e.: lean on the transistors to spare the off-chip interconnects? If not, what?

    Is tessellation, of the type introduced in DirectX11, a form of procedural generation? If not, what?

  • Kram1032 says:

    Nice! I really like these

  • Max A says:

    Thank you very much for your awesome content, this makes it so easy to stay up to date with current research 🙂
    Can we expect some more siggraph 2016 papers in the upcoming weeks?

  • glowies says:

    It is abolutely amazing to see such a friendly community form in the comments. I hope it stays this friendly as long as possible. Great videos as always!

  • jojojorisjhjosef says:

    Should we make a subreddit? or site? or just keep it here?

  • Two Minute Papers says:

    Dear Fellow Scholars,

    Two Minute Papers is now on vacation! Two videos can be expected to appear in the next two weeks. We'll be back to the regular schedule afterwards, stay tuned! 🙂

  • Steffen Dünner says:

    Have a nice vacation and thanks for your awesome content! 😀

  • clearmenser says:

    Hello sir, great work, thank you so much. Please consider doing an occasional throw back to older papers, maybe? Perlin and Debevic have some real ground breakers that are over 10 years old. Perlin, Ken (July 1985). "An Image Synthesizer". SIGGRAPH Comput. Graph. 19 (0097-8930): 287––296. doi:10.1145/325165.325247. Retrieved 9 February 2016.

  • David McSween says:

    Yay, blender!

  • _alt_ _account_ says:

    Hello! Thanks for the videos. I've really been enjoying the content! I was wondering if there's a central source from which you find these papers, or do you curate them yourself? I would love to have access to papers like these as they come out (in addition to your videos, of course). : )

  • Neoshaman Fulgurant says:

    Nintendo will be please for his game lol

  • Bo Dodge says:

    Keeping up with these concepts is going to be key for CG artists!

  • Neptutron says:

    Yay unreal engine ftw 😀

  • E E says:

    wow this channel is like a hidden treasure . subbed

  • Dario Jaeger says:

    Is there actually a way to use this e.g. in Blender for us "normal" people? Without understanding all the maths behind it? 🙂

  • Ryan W says:

    I am somewhat reserved in saying that you deserve far more subscribers, in case it causes the comments section to degenerate into the usual trolling and immature kid's posts. But you do sir, you do. 🙂

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