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!
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.
This is pretty cool. While I was browsing the demo section of the Bullet Physics forums I came across this little project somebody is working on. It shows a boat that is physically simulated to react when waves hit it. The waves are not physics based water, just the boat’s buoyancy and the way it reacts to the water. In another video the author added a physics based cloth sail to the boat making it look more realistic. Check out the video’s below. I can’t wait until we start to see stuff like this implemented into games on a larger scale.
PhysXinfo.com has some information and a new movie about a new PhysX demo from NVIDIA titled “Raging Rapids Ride”. The demo does not look that impressive at first however what you are watching is actually PhysX based water that is using intensive and complex real-time fluid simulation for realistic water effects. Check out the video below and PhysXinfo.com for more information about this new PhysX demo.
It using PhysX SDK based objects with custom hybrid water simulation, utilizing both height field fluid solver and particle simulation. Boat behavior is a little choppy, especially when it collides with waterside surface, but water simulation looks very impressive.
Grid based shallow water flowing pass a terrain with high slope is automatically turned into particle waterfall, and than – back to height field water (thus, two different fluid solvers are used simultaneously).
YouTube user Tagzerz has made a pretty cool video in Blender 3D showing off some awesome physics effects. Using his own computer to render the scenes and do the physics calculations the video shows some pretty cool, water,smoke, particle physics. Though this video is not for a video game right now someday we will see physics like this in games. Check out the video below and be sure to check out his YouTube Channel for further progress and videos.
I am pleased to announce that GamePhys will soon have a dedicated test and benchmarking system for the site. This was a project I have been meaning to do since I started the site back in 2009 but never got around to it. The first phase of this project really got started this past BlackRead More
On Friday at GDC 2012, Aron Zoellner and Kevin Newkirk of NVIDIA presented a really nice hour long session titled Enhancing Games with APEX PhysX (Clothing, Destruction, Turbulence). In this presentation they went over the features of APEX PhysX Cloth, Destruction, and Turbulence which we have seen implemented in recent games like Mafia II andRead More
We have been hearing rumors for the past year now that AMD GPU’s will be used in the next generation consoles however, aside from reports that the Xbox would use a Fusion variant of Bulldozer, we have not been hearing to much about the actual CPU that may be used. Now SemiAccurate claims that theRead More
Zombiethatatehimself creator of the Awesome Apex PhysX Impact Damage Demonstration and Apex PhysX Impact Damage Demonstration With Stucco/plaster, and the Apex PhysX Voronoi Fracture and Destruction Demonstration has made another cool Apex PhysX demonstration with the Unreal Development Kit. This time a similar to the Voronoi Fracture and destruction demonstration but with some cool plasterRead More
Some nice news from Havok as they have announced that they have entered into a “worldwide license agreement with Nintendo Co., Ltd., to make Havok Physics and Havok Animation available to studios around the world developing on Nintendo’s Wii U™ platform” Hopefully we will see some cool games implement Havok Physics and destruction. The WiiRead More
F1nalspace has made a pretty cool PhysX SPH fluids sandbox you can download and play with showing off some awesome PhysX based SPH(smoothed particle hydrodynamics). Check it out below. I made a fluid simulation in C++ with several customizable scenarios using PhysX SDK 3.0.2 rendered with OpenGL. Fluid rendering is done using a technique calledRead More
I just wanted to post these cool UDK PhysX videos I came across on YouTube. UDK wood fracture from 19minimin91 UDK/Apex Destructible Level Test from lankeytom UDK Physics Fun by GrinchPa
Now this is exciting news, Epic Games has announced in their GDC 2012 press release that they will be showcasing Unreal Engine 4 behind closed doors at GDC 2012. Last year at GDC 2011 we saw the Samaritan demo which was jaw dropping graphics wise but did not showcase much physics, at least destruction wise.Read More
NVIDIA has released new GeForce 295.73 WHQL Drivers which include PhysX 9.12.0209 System Software for improved compatibility and performance in Alice: Madness Returns and Batman: Arkham City. NVIDIA has posted an in-depth article about the improvements you can see in various games on the official Geforce website. There was also a PhysX System Software 9.12.0213Read More
This is old now but I never got around to posting about it back during CES 2012. During the CES 2012 Intel press conference, they showed a lot of information about the upcoming Ivy Bridge Ultrabook processor including a DX11 graphics demo showing off different games that the DX11 capable Ivy Bridge processor will beRead More
The NvidiaApexDeveloper YouTube page has uploaded a new video from the Art Gallery demo showing off some awesome Apex physics and destruction. Check it out below. For more footage of this demo in action check out the original Art Gallery Destruction Demo in UE3 using APEX Destruction with GRB’s video. Hopefully this demo becomes availableRead More
Charlie over at SemiAccurate has posted an interesting rumor that the upcoming NVIDIA Kepler, GK104 GPU will have optimizations for physics calculations in the form of dedicated PhysX hardware described as a “PhysX block.” It is unclear whether these optimizations will be actual dedicated PhysX hardware or just more shaders and other PhysX optimizations butRead More
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