Archive for the ‘DX12’ tag
NVIDIA has officially released 1.2.0 version of the FleX particle based simulation library.

New release includes various fixes and improvements, such as better support for softbody simulation and asynchronous compute API.
NVIDIA FLEX SDK 1.2.0: Release Notes |
Improved collision against moving shapes, solver now correctly interpolates shape transforms for substeps
Improved Linux support, removed GLUT/GLEW dependencies
New API for adding soft-joints (dynamic shape-matching constraints) via. the extensions API, see NvFlexExtCreateSoftJoint()
New API to retrieve particle neighbor information, see NvFlexGetNeighbors()
New API to support shape collision filtering, collision channels can be assigned to particles and shapes to specify which pairs collide, see NvFlexPhase
New API to support per-shape plastic deformation, it is now possible to specify plastic creep and threshold coefficient on a per-shape basis (previous global settings), see NvFlexSetRigids()
New API to selectively disable solver features, this can lead to improved performance, see NvFlexFeatureMode, replaces global FlexParams::fluid option
New API change, NvFlexUpdateTriangleMesh() now takes vertices with 16-byte stride to remove CPU synchronization step in D3D implementations
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NVIDIA has revealed latest version of the unified simulation solver – FLEX.
Update: official announcement from NVIDIA
Update #2: FleX 1.2.0 is available

Major feature of this release is the introduction of DX11/DX12 support, in addition to default CUDA implementation, so FLEX solver will run across all compatible graphics cards including AMD and Intel ones.
NVIDIA FLEX SDK 1.1.0: Release Notes |
New API style, for consistency with other products the API has now an NvFlex prefix and follows a naming convention similar to PhysX
Add support for DirectX, in addition to CUDA there is now a cross-platform DirectX 11 and 12 version of the Flex libraries that Windows applications can link against
Add support for max acceleration clamping, see NvFlexParams::maxAcceleration, can be useful to reduce popping with fast moving kinematic shapes and large interpenetration
Add support to querying compute device, see NvFlexGetDeviceName()
Add support for flushing compute queue, see NvFlexFlush()
Add support for multiple library instances, NvFlexInit() now returns a library which is bound to a single compute device
Add support for local space particle simulation, see NvFlexExtMovingFrameInit() and two new local space fluid and cloth demos
Add support for CUDA 8.0.44
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Quite an interesting beginning of GDC 2017 – NVIDIA has not only presented their newest flagship GPU, GeForce GTX 1080 Ti, but also announced several additions to the GameWorks libraries.
Let’s take a closer look.
FleX & Flow
NVIDIA FleX, unified particle-based solver, and NVIDIA Flow, an engine for simulation of smoke and fire, now both feature hardware agnostic DX12 implementation !

This is exciting news not only for gamers, but also for 3d party companies, already utilizing FleX in their products, such as Lucid Physics from Ephere.
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