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Unified particle physics for real-time applications

Unified particle physics for real-time applications

by CGP Staff
July 28, 2014
Reading Time: 1 min read
8

Developers from the NVidia PhysX team have made available a paper with the latest research they have done on building a unified dynamics framework for real-time visual effects using particles. Their method allows them to model gases, liquids, deformable solids, rigid bodies and clothing with two-way interactions. Watch a video on Vimeo and find out more on Miles Macklin’s blog.

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8 Comments
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Stark
12 years ago

Not that I’m against this, but can they actually implement it in something? Year after year they show a “real-time vfx” demo but that’s all.

Reply
Tobbe Olsson
12 years ago

Game developers have some of these tools. Most developers can’t talk about it since it’s all under NDA but for an example, the fur/hair technology is being implemented into “Witcher 3” for some impressive looking creatures. PhysX cloth is being featured in many games at the moment. It will probably be a while before liquids (gaseous/solids) are put into games considering they are still pretty expensive although Capcom has implemented properly simulated fire/smoke into their Phanta Rei engine and they are using the effect in their upcoming game “Deep Down”.

I do wish someone, like Autodesk, would implement these features into 3ds Max if possible logistically. ILM showed us recently how much they’ve been able to speed up simulations using GPU accelerated gaseous liquids. I think PhysX hair looks quite good enough for CG as well.

Reply
Stark
12 years ago

@Tobbe
You hit the nail on the head. What I meant specifically, was implementing it into our 3d packages.

Reply
chaos23
12 years ago

Could implementation come down to the Max Developers just going ahead and incorporating the NVidia code like the BiFrost folks saying it’s “simply” up to the Max team to drop it in? I use the term simply pretty loosely of course 🙂

I mean, Physx is in Max already so couldn’t be that big of a stretch to incorporate? Come on 2016!! 😉

Reply
Stark
12 years ago

@chaos This is the same thought I(I’m sure everyone else too) have every year when they show an improved PhysX demo.

Reply
nickolay411
12 years ago

first off it’s not Nvidias job to implement it. Its an sdk library. Anyone can implement it if they like. Wish AD would take a hint.

Reply
chaos23
12 years ago

@nickolay411

Exactly! I’ll bring it up Gary and Eddie @ the NYC Max Usergroup meeting tomorrow unless they read this little thread first.

Reply
nickolay411
12 years ago

haha that’s cool do it chaos23

Reply

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