Archive for the ‘Flow’ tag
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.
At Game Developer Conference 2016 (GDC), NVIDIA has announced the GameWorks 3.1 development kit, which introduces several new physics simulation solutions – PhysX GRB and NVIDIA Flow. Let’s take a look at them more closely:
PhysX GRB is the new GPU accelerated Rigid Body simulation pipeline. It is based on heavily modified branch of PhysX SDK 3.4, but has all the features of the standard SDK and almost identical API. PhysX GRB is currently utilizing CUDA and requires NVIDIA card for GPU acceleration.
Unlike previous implementations, PhysX GRB is featuring hybrid CPU/GPU rigid body solver, and the simulation can be executed either on CPU or GPU with almost no difference in behavior, supported object types or features (GPU articulations are not implemented yet, however).
GRB provides GPU accelerated broad phase, contact generation, constraint solver and body/shape management. In addition, it introduces new implementations of island management and pair management that have been optimized to tolerate the order of magnitude more complex scenes that can be simulated on GPU compared to CPU. New mechanisms to parallelize event notification callbacks and a new feature to lazily update scene query asynchronously are also provided.