Two Minute Papers

Game Physics Just Got 170 Times Faster

Jul 3, 2026 6 min
computer graphicsphysics simulationdeformable objectsreal-time simulationmachine learning
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Summary

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This video showcases a new technique for simulating deformable objects in computer graphics that is significantly faster than previous methods, enabling real-time simulations of complex scenes previously impossible.

The video presents a new simulation method that achieves remarkable speedups for deformable objects, often by factors of 30-170x. It demonstrates this with various simulations, including falling jack-o'-lanterns, squeezed puffer balls, a swarm of animal crossing toys, and collapsing houses of cards. The core of the method involves pre-computing a co-rotated local perturbation subspace, which allows for faster calculations and prevents simulation failures seen in older techniques like 'Vertex Block Descent'. The presentation highlights how this new approach enables real-time simulations of complex scenarios, making previously impractical simulations feasible.

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Worth watching if: You are interested in advancements in computer graphics, physics simulation for games or visual effects, or the technical aspects of making complex simulations faster.

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