The main example is a dude moving his arms around, and the repulsing shell/surface kind of interpolates through the motion semi smoothly.<p>I could totally see something like this being useful or interesting for destructive physics in video games. Like, oh, this surface/shell is about to repulse a rocket slamming into it, deform it for this hit. It's be a very different application but there's a kernel of morphology here feels similar ish, of this kind of softbodied-at-a-distance simulation.<p>Based on other comments though it sounds way too slow to consider for realtime games though.
Is there a standard underwear man model like the teapot? I find it's use hilarious considering there's no reason for model to be in underwear. Same with the butt/hip model at the end. Chefs kiss.
Does this have implications for gaming? I know character models with lots of "accessories" clip into walls and the character body very often, and from what I gathered, the belief was that this was a hard and manual problem to solve.
I was hoping that this would be about computational geometry (and not, say, about the C shell or Powershell), and I am glad it indeed was.<p>TL;DR: they are talking about approach to 3D geometry which avoids self-intersection by design, which is something useful for modeling solid bodies.<p>However, I hope someone makes a video about shells that are hard to use too :)