The Worst Bug In Games Is Now Gone Forever

Updated: October 17, 2025

Two Minute Papers


Summary

The video discusses the issue of clipping in gaming and movies, where objects pass through each other causing bugs, and the efforts VFX artists put into fixing these issues. The speaker explores a research study on solving collision issues in digital simulations, showcasing examples with cloth, ribbons, and noodles. They introduce a unique method of collision resolution using a 'cubic barrier' technique and emphasize the importance and innovative nature of the research in graphics and fabric simulations, hinting at a surprise revelation at the end.


Introduction to Gaming and VFX Problems

Discussing the issue of clipping in gaming and movies, where objects pass through each other causing bugs. VFX artists spend a lot of time fixing these issues.

Superman's Cape Bug

Explaining the problem of Superman's cape passing through his neck and the importance of avoiding such glitches in movies.

Solving Spaghetti Problem

Introducing a research study on solving collision issues in digital simulations, using examples like cloth, ribbons, and noodles.

Twisting and Squishing Objects

Describing the manipulation of objects like spheres, cloth, and armadillos in digital simulations, showcasing the versatility of the technology.

Technical Details and Surprising Discoveries

Exploring the technical aspects of the research without using AI, and teasing a surprise revelation at the end of the presentation.

Human Ingenuity in Collision Resolution

Discussing the innovative method of collision resolution in digital simulations using human ingenuity rather than AI technology.

Magic of Collision Resolution Technique

Explaining the technique of creating a 'cubic barrier' to smoothly resolve collisions between objects in digital simulations.

Mathematical Equations and Smooth Movements

Detailing the mathematical calculations and analogy of controlling dancers in a group to achieve smooth movements in digital simulations.

OGC Technique and Cubic Barrier Method

Comparing the Offset Geometric Contact technique with the new cubic barrier method in resolving collisions and maintaining stability in digital simulations.

Adaptive Fluid Simulations and Research Author

Highlighting the adaptive fluid simulations and the single-author paper by Ryoichi Ando in graphics research.

Publication and Impact of the Research

Discussing the unexpected publication of the research in the colors of Zozo and its potential impact on fabric simulations and fashion design.

Ending Thoughts and Call to Action

Emphasizing the importance of the research, its availability for free, and encouraging support to help save endangered species through paper-like simulations.


FAQ

Q: What is the issue of clipping in gaming and movies?

A: Clipping in gaming and movies is when objects pass through each other, causing bugs and visual glitches.

Q: Why do VFX artists spend a lot of time fixing clipping issues?

A: VFX artists spend a lot of time fixing clipping issues to ensure visual consistency and realism in the final product.

Q: Can you explain the problem of Superman's cape passing through his neck?

A: Superman's cape passing through his neck is an example of a clipping issue in movies, highlighting the importance of avoiding such glitches for better visual quality.

Q: What is the purpose of the research study mentioned in the file?

A: The research study focuses on solving collision issues in digital simulations, particularly in scenarios involving cloth, ribbons, and noodles.

Q: How is collision resolution in digital simulations approached in the presentation?

A: Collision resolution in digital simulations is approached innovatively using human ingenuity rather than AI technology, where a 'cubic barrier' method is introduced.

Q: Why is creating a 'cubic barrier' important in digital simulations?

A: Creating a 'cubic barrier' is important in digital simulations to smoothly resolve collisions between objects and maintain stability in the simulation.

Q: What is the analogy used to explain controlling movements in digital simulations?

A: The analogy of controlling dancers in a group is used to explain how mathematical calculations are applied to achieve smooth movements in digital simulations.

Q: How is the new cubic barrier method different from the Offset Geometric Contact technique in resolving collisions?

A: The new cubic barrier method differs from the Offset Geometric Contact technique by offering a more innovative approach to collision resolution in digital simulations.

Q: Who is the author of the single-author paper highlighted in the research discussion?

A: The single-author paper discussed is by Ryoichi Ando in the field of graphics research, focusing on adaptive fluid simulations.

Q: What impact does the publication of the research in the colors of Zozo have on fabric simulations and fashion design?

A: The publication of the research in the colors of Zozo has the potential to influence fabric simulations and fashion design by introducing new ideas and techniques.

Q: Why is it important to support the research mentioned in the file?

A: It is important to support the research as it offers valuable insights for free and aims to use simulations to help save endangered species, emphasizing a noble cause.

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