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PhysX Research: Anisotropic Turbulence Particles

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Interesting paper, called “Scalable Fluid Simulation using Anisotropic Turbulence Particles” has appeared at homepage of Dr. Markuss Gross, from ETH Zurich.

As far as we know, same solver is used in APEX Turbulence module.

APEX Turbulence paper


It is usually difficult to resolve the fine details of turbulent flows, especially when targeting real-time applications. We present a novel, scalable turbulence method that uses a realistic energy model and an efficient particle representation that allows for the accurate and robust simulation of small-scale detail. We compute transport of turbulent energy using a complete two-equation k–e model with accurate production terms that allows us to capture anisotropic turbulence effects, which integrate smoothly into the base flow. We only require a very low grid resolution to resolve the underlying base flow.

As we offload complexity from the fluid solver to the particle system, we can control the detail of the simulation easily by adjusting the number of particles, without changing the large scale behavior. In addition, no computations are wasted on areas that are not visible. We demonstrate that due to the design of our algorithm it is highly suitable for massively parallel architectures, and is able to generate detailed turbulent

In addition, this paper comes with nice video demonstration (92 mb). It is worth to watch.

Thanks to AquaGeneral for the link.

Written by Zogrim

September 30th, 2010 at 4:06 pm

6 Responses to 'PhysX Research: Anisotropic Turbulence Particles'

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  1. Will we ever get grid based(3d) fluid simulation through the PhysX SDK or APEX?

    There seem to be a bunch of APEX(and othe NVIDIA) demos which are at least partially grid based, but no news of this apart from the demos…


    David Black

    30 Sep 10 at 8:26 pm

  2. David Black
    Will we ever get grid based(3d) fluid simulation through the PhysX SDK or APEX?
    I’ve heard several new fluid simulation types are planned for something SDK 3.x (x>0)

    but no news of this apart from the demos…
    We’ve got Dark Void ;)

    Anyway, I believe there is only solvers behind this thing, yet without solid authoring/rendering pipeline, so its far from wide game adoption.. and Turbulence won’t be included in initial APEX 1.0 release



    30 Sep 10 at 8:46 pm

  3. Keep pushing programmers, its allready awesome.



    3 Oct 10 at 10:20 pm

  4. > Keep pushing programmers, its allready awesome.

    Someone needs to keep pushing the PhysX guys with an electrified cattle prod, that way they might release 3.0 and APEX before I reach pension age…


    David Black

    4 Oct 10 at 9:23 pm

  5. Hi Zogrim,

    I read that Lionheart Kings Crusade uses NVIDIA PhysX. I supose that it is only CPU version. Can you confirm this information? This game isn’t contained in your PhysX game table.



    9 Oct 10 at 5:16 pm

  6. mareknr
    It is added now.

    All strategy titles from Neocore games are using PhysX SDK, so I suppose it is integrated into their engine.



    9 Oct 10 at 7:18 pm

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