GamePhys

The Video Game Physics Blog

Just a few Cool PhysX Videos

Just wanted to post about these cool videos I came across on YouTube that all use PhysX destruction, cloth and fluid simulation. Check them out.

UDK APEX Destructible asset test:

APEX Cloth Test:

QtFluid 1:

NVIDIA Research demonstrates Interactive fluid simulation running in Maya

SigGraph 2011 is going on right now and a cool video showing off physics based water simulation has been uploaded to YouTube by NVIDIA. This is a CUDA plugin for Maya that delivers smoothed particle hydrodynamics to be implemented into projects. For those of you that do not know, smoothed particle hydrodynamics is basically just PhysX water simulation. We posted about this type of water simulation before with NVIDIA PhysX Research: Real-Time Eulerian Water Simulation and PhysX Fluid Simulation in Alice: Madness Returns Technical Article.

From NVIDIA Research demonstrate Interactive fluid simulation running in Maya @ SigGraph 2011:

This new CUDA plug-in for Maya delivers fluid simulation using smoothed particle hydrodynamics to a maya and allows for true interactivity at higher particple counts than ever experienced before.

NVIDIA PhysX Research: Real-Time Eulerian Water Simulation

Matthias Müller-Fischer, the research lead of the PhysX SDK at NVIDIA Switzerland has posted a nice PhysX research paper titled Real-Time Eulerian Water Simulation Using a Restricted Tall Cell Grid. You can read the entire research paper in PDF format here and check out the video below. Be sure to check out his YouTube channel and website here for more research. If you think that paper is in a different language, basically this is PhysX simulated water! Now that the research on it is done hopefully we will see it in games!

Abstract From Real-Time Eulerian Water Simulation Using a Restricted Tall Cell Grid:

We present a new Eulerian fluid simulation method, which allows
real-time simulations of large scale three dimensional liquids. Such
scenarios have hitherto been restricted to the domain of off-line
computation. To reduce computation time we use a hybrid grid
representation composed of regular cubic cells on top of a layer
of tall cells. With this layout water above an arbitrary terrain can
be represented without consuming an excessive amount of memory
and compute power, while focusing effort on the area near the
surface where it most matters. Additionally, we optimized the grid
representation for a GPU implementation of the fluid solver. To
further accelerate the simulation, we introduce a specialized multigrid
algorithm for solving the Poisson equation and propose solver
modifications to keep the simulation stable for large time steps. We
demonstrate the efficiency of our approach in several real-world
scenarios, all running above 30 frames per second on a modern
GPU. Some scenes include additional features such as two-way
rigid body coupling as well as particle representations of sub-grid
detail.

Amazing Physics demos from NVIDIA GTC 2010

Nvidia has been showing off some pretty amazing stuff this year at the GPU Technology Conference like the Beating Heart Surgery Made Possible by NVIDIA 3D CUDA Technology. What we are interested in is Physics. During the Keynote Tony Tamasi, Senior Vice President Content and Technology in NVIDIA showed off two amazing physics based demos that use PhysX to simulate smoke and fluids(water). We have seen smoke and fluid simulation for a long time now but these new demos are really amazing and continue to improve and are all done in real time on a single GPU. The smoke demo shows very high-fidelity smoke simulation that looks almost real when the characters interact with the smoke and the lighthouse fluid simulation demo really looks like a storm battering the coast with physics based debris floating around. Check out videos of the demo below taken from http://www.netbooknews.com. Imagine someday when we see stuff like this implemented into games!

Physics demos Show off Fog at NVIDIA GTC keynote day 1:

Physics Demo Shows Off Water Simulation on 1 GPU – GTC 2010:

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