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Archive for December 21st, 2012

PhysX Research: Fast Simulation of Inextensible Hair and Fur

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New “Fast Simulation of Inextensible Hair and Fur” paper from Dr. Matthias Müller-Fischer and PhysX Research team is a further extension of the work on realtime fur and hair simulation, previously demonstrated at GDC 2012.

Update: Introducing NVIDIA HairWorks – fur and hair simulation solution, based on the research

In this short paper we focus on the fast simulation of hair and fur on animated characters. While it is common in films to simulate single hair strands on virtual humans and on furry animals, those features are either not present on characters in computer games or modeled with simplified textured meshes. The main difficulty of simulating hair in real time applications is the sheer number of hair strands and the fact that each hair is inextensible. Keeping thousands of deformable objects from being stretched is computationally expensive.

In this paper, we present a robust method for simulating hair and fur that guarantees inextensiblity with a single iteration per frame. For an iteration count this low, existing methods either become unstable or introduce a substantial amount of stretching. Our method is geometric in nature and able to simulate thousands of inextensible hair strands in real time.

Like with any other research projects, there is a high probability that this particular technology will be utilized in future releases of PhysX SDK or APEX.

Written by Zogrim

December 21st, 2012 at 11:10 am

Catzilla: a new cross-API benchmark

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A Beta version of the Catzilla benchmark, developed by Plastic Demo in collaboration with Polish post production company, Platige, is now available for download.

Catzilla is a cross-API (OpenGL 4.0 and DirectX 9/11) benchmark designed the Windows platform, and is also featuring a parallel graphics engine that can take advantage of multi-core CPUs.

Benchmark consists of the main demoscene-style dubstep-heavy giant cat fight scene, which stresses both CPU and GPU, and a set of smaller benchmarks – CPU rigid body physics, GPU smoke simulation, fur rendering, etc.

As interesting note, Catzilla uses PhysX SDK 3.2 as physics engine, however, it is running purely on CPU (as confirmed by one of the developers).

Read the rest of this entry »

Written by Zogrim

December 21st, 2012 at 9:33 am

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