r/Simulated • • Sep 22 '18

Meta What is a simulation? A detailed comparison between Animation, and Simulation.

986 Upvotes

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.

What is a simulation?

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.

How are simulations different from animations?

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.

The "Ray tracing)" argument.

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.

Examples of animated (non-simulated) posts:

  1. "Satisfying simulations" - 3.4k upvotes
  2. "Bender's old job" - 2.2k upvotes
  3. "Up or Down?" - 1.4k upvotes
  4. "Adobe Dimention Rendering" - 1.4k upvotes
  5. "Depression - Robert Ek"

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 • • 20h ago

Houdini Guided Bubbles & Wet Foam Solver - Wētā FX paper implementation

178 Upvotes

The solver is based on the Wētā FX paper (Guided Two-Way Coupled Bubbles + explicit SPH + manifold advection). The underwater bubble system features a locally resimulated fluid with two-way coupling to the bubbles. The foam is handled via an SPH simulation projected onto a 2D manifold of the water surface. The solver implements standard SPH forces such as viscosity (mu), cohesion (C for strength, beta_c for radius), and surface friction against the water. The original authors apply a particle volume multiplier to the cohesion force. While this is valid and supported as an option in my solver, I prefer using the neighbor's volume multiplier instead of the active particle's volume. To my eye, this yields visually superior foam clustering.

The foam is constrained to the surface via manifold advection: forces are decomposed into tangential and normal components, the normal component is discarded, and particles are projected back onto the water surface using Newton iterations.


r/Simulated • • 16h ago

Interactive Created a full universe simulator

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66 Upvotes

Hey everyone,

I built an interactive web based universe simulator with over 150 million catalogged stars, already over 2000 unique visitors!


r/Simulated • • 13h ago

Blender I ran a 100-nanosecond molecular dynamics simulation of Ozempic bound to its receptor

35 Upvotes

I’m a computational drug discovery researcher, and I thought this community might appreciate seeing an actual molecular dynamics simulation!
This is a 100-nanosecond simulation I ran of semaglutide (the active ingredient in Ozempic) bound to the GLP-1 receptor.
The simulation models how the drug and receptor move, flex, and interact at the atomic level over time. Unlike a static crystal structure, molecular dynamics lets us explore how these molecules behave in motion.
100 nanoseconds might sound incredibly short, but that’s a substantial amount of simulated time when you’re calculating the motion of thousands of atoms!
This visualization comes directly from my molecular dynamics trajectory, not an AI-generated animation. Enjoy!


r/Simulated • • 9h ago

Interactive Was playing around with flocking algorithms and decided to make a game out of it

8 Upvotes

Link: https://nohope.io

There is something very satisfying about controlling a swarm/flock like this. Curious what people think!


r/Simulated • • 11h ago

Interactive Truck with legs

2 Upvotes

Hi Guys,

made a free browser game where you are truck and you have 4 legs.

Mostly IK/FK and solvers.

https://igoryakunin.itch.io/truck-on-legs


r/Simulated • • 14h ago

Research Simulation Real-time Live Marine Air Traffic NYC NJ Data Visualization & 3D Environ...

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2 Upvotes

r/Simulated • • 11h ago

Proprietary Software [OC] From 25 to 5,000 balls to destroy the core

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0 Upvotes

My kids and I are creating some of these simulations on our youtube channel Orbodrome


r/Simulated • • 15h ago

Research Simulation Spheres rendered by simulating light

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2 Upvotes

By simulating light as a Cellular Automata, one can render some objects. This is two spheres shone through a lense into a camera (With a light behind them)


r/Simulated • • 1d ago

Houdini Dropper droplets simulation 💦

190 Upvotes

r/Simulated • • 1d ago

Blender I Simulated a Prison Flood in Blender

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0 Upvotes

r/Simulated • • 1d ago

Research Simulation Cpz Simulator

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1 Upvotes

V.1.5


r/Simulated • • 2d ago

EmberGen angry little cloud

232 Upvotes

r/Simulated • • 2d ago

Blender The Wind In Blender

9 Upvotes

r/Simulated • • 2d ago

Proprietary Software Castle collapse simulation (Realtime destruction fun with Box3D) Working on a new game & engine

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0 Upvotes

r/Simulated • • 2d ago

Interactive Blobs eat blobs

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2 Upvotes

A game I always wanted to code now done with the help of Claude 5.5. Should I put more work into this?

The "real" physics was too heavy to simulate many players but the visual uses the "real" physics of balls kept upright by an inner volume and moving from only contraction between surface vertices and an additional inner weight. I think it came out cute.

Some tuning is still needed. The "king" has too little to fear although it loses mass from moving alone and can lose to a portal but I think it's still too fast.

This instance supports 400 players across 4 planets but I can get a server for 5000 across 10 worlds, too.

[https://blob.nostr.info/\](https://blob.nostr.info/)


r/Simulated • • 3d ago

Interactive Real-time cloth simulation in TouchDesigner - POPtober day 1

34 Upvotes

XPBD cloth sim with forces coming from real-time monocular depth.


r/Simulated • • 3d ago

Interactive Pressure Works is Live!

43 Upvotes

Pressure Works is out now on Steam!

Build machines out of real pneumatics: hose up air supplies, valves and cylinders, then hit Test and watch your contraption push, lift, spin and fling actual physics objects.

Sandbox: beams, gears, wheels, motors, balloons and propellers. Build whatever you can imagine. Even computers!
Puzzles: get the ball into the goal, from a simple push to machines that run themselves.
Time trials: build a vehicle, climb in, and race the clock.
Leaderboards: fewest parts and fastest times, ranked worldwide.

No tutorial, just tinkering. When you get stuck, the built-in Engineer's Handbook has the recipes.

https://store.steampowered.com/app/5133090/Pressure_Works/


r/Simulated • • 4d ago

Proprietary Software Trampoline

287 Upvotes

XPBD softbody simulation in POPs using Gauss-Seidel @ 60fps and 70 shader passes (can't do substepping in same shader pass)

When TouchDesigner introduced POPs one of the first things I tried making was an xpbd soft-body sim, and it looked like this and this. Since then, I've rewritten it multiple times and watched ten minute-physics' tutorials over and over. Many simulation explosions later, it turned out that my very first solver was (mostly) correct, but I was colouring the graph and building the tet constraints in the wrong way..

Edit:

Resources:

Ten Minute Physics

Eric Arnebäck's blog

Vivace

XPBD paper + earlier PBD paper from Macklin


r/Simulated • • 3d ago

Interactive [OC] I built a brick castle, then demolished it in my interactive 3D physics sandbox

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10 Upvotes

r/Simulated • • 4d ago

Proprietary Software Adding surface waves to fluid simulations

51 Upvotes

I implemented Surface Turbulence as a proof of concept Houdini plugin for a project with Stormborn Studios. It adds small surface waves without rerunning the base liquid simulation.

The clip shows the before/after comparison, surface tracking and wave simulation.

I made a full video explaining the method and math, with a tool demonstration and benchmarks:

https://youtu.be/l5jDmvfzql0

Based on Surface Turbulence for Particle-Based Liquid Simulations


r/Simulated • • 4d ago

Interactive Physics-based power grid simulation game based on academic papers. Released today after 4 years dev.

110 Upvotes

You guys really liked my post 2Y ago early on in the project (https://www.reddit.com/r/Simulated/comments/1j81ca9/power_network_tycoon_a_physically_accurate_power/) but TODAY I've released the final product after a little over 4 years of solo development.

I’m a power engineer and started making it as a hobby project around the kind of power system problems I find interesting. It’s a physics-based power grid simulation covering generation, renewables, grid stability, thermals, extreme weather and more.

Available now on PC, Mac and Linux/Steam Deck

Steam: https://store.steampowered.com/app/2429930/Power_Network_Tycoon/

Trailer: https://youtu.be/wrLPvUqbzu8

Detailed video I think you simulation guys will like: https://youtu.be/QAWecGI0Im4


r/Simulated • • 4d ago

Interactive [OC] Cellular automata based clouds simulation (well, not only that!)

7 Upvotes

r/Simulated • • 5d ago

Houdini Wizard King (Collab) - Layered Simulations. 🧙‍♂️

90 Upvotes

I made this piece a couple months ago with wifi_retina. Our first collab project, centered around cloth sims and wizardry.

In this project, we tackled many challenges, like layered Vellum simulations: cloth sims for the clothing and hair sims for the golden tassels.

The biggest challenge on this project was simulating the tassels on top of the cloth sims because they would either intersect the garment or get stuck and tangle in between colliders.

The solution was to simplify the colliders to serve as proxies for the simulated mesh underneath. Converting the pants to VDB and back gave me a simplified mesh that I could use as a base for the tassel simulation.

Everything was made using Houdini & Marvelous Designer.

You can follow our work more closely on Instagram @ahenkona.cg & @wifi_retina.


r/Simulated • • 6d ago

Interactive Simulated a C. elegans connectome with 302 neurons & serotonin foraging dynamics to run in real-time on a smartwatch.

496 Upvotes