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Archive for the ‘Fracturing’ tag

PhysX Research: Real Time Dynamic Fracture explained

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Latest iteration of real-time fracturing and destruction technology, showcased at GDC 2013, is now explained in a new “Real Time Dynamic Fracture with Volumetric Approximate Convex Decompositions” paper by Matthias Müller-Fischer (NVIDIA), Nuttapong Chentanez (NVIDIA) and Tae-Yong Kim (NVIDIA).

Abstract:

We propose a new fast, robust and controllable method to simulate the dynamic destruction of large and complex objects in real time. The common method for fracture simulation in computer games is to pre-fracture models and replace objects by their pre-computed parts at run-time. This popular method is computationally cheap but has the disadvantages that the fracture pattern does not align with the impact location and that the number of hierarchical fracture levels is fixed.

Our method allows dynamic fracturing of large objects into an unlimited number of pieces fast enough to be used in computer games. We represent visual meshes by volumetric approximate convex decompositions (VACD) and apply user-defined fracture patterns dependent on the impact location.

The method supports partial fracturing meaning that fracture patterns can be applied locally at multiple locations of an object. We propose new methods for computing a VACD, for approximate convex hull construction and for detecting islands in the convex decomposition after partial destruction in order to determine support structures.

We must note that this research is specifically targeted to be implemented in upcoming versions of APEX Destruction module.

Written by Zogrim

April 23rd, 2013 at 3:53 pm

GDC 2013 Demo: real-time fracturing coupled with fluid simulation

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Destruction with real-time fracturing and dynamic fluid simulation are awesome by themselves, but what if you can get both, at the same time?

Update: Real Time Dynamic Fracture explained.

Update #2: Introduction to Position Based Fluids.

This demo, showcased at GDC 2013, was used to demonstrate several new features, which will be included in future versions of PhysX SDK and APEX – rigid body simulation with real-time fracturing, improved SPH fluid solver and interaction between the two.

Written by Zogrim

March 28th, 2013 at 11:17 am

GDC 2013 Demo: Real Time Dynamic Fracture with Volumetric Approximate Convex Decompositions

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Quite interesting technical demo video was revealed today by Matthias Müller-Fischer, PhysX SDK Research Lead in NVIDIA.

Update: Real Time Dynamic Fracture explained.

It is showcasing a further evolution of a dynamic real-time fracturing and GPU accelerated rigid body simulation algorithm, firstly presented at GDC 2012. As you may see, improved method works perfectly with complex arbitrary meshes, not just basic shapes.

A paper describing this technology, called “Real Time Dynamic Fracture with Volumetric Approximate Convex Decompositions”, will be available for public download later on, once it will be approved for SIGGRAPH.

Written by Zogrim

March 27th, 2013 at 3:56 pm

GDC 2012: dynamic, not pre-fractured PhysX destruction in real time

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More detailed videos of new experimental destruction engine with support for real-time fracturing, already previewed in previous demonstration, are now available.

Update: new technical demo from GDC 2013

In this video we show our new destruction prototype. Here, piec fractures pieces on the fly. There is no limit of how many times pieces can be fractured. Also, the fracture pattern depends on the impact location.

To simulate the massive amount of rigid bodies we use GRBs – GPU accelerated rigid boides.

Read the rest of this entry »

Written by Zogrim

March 9th, 2012 at 5:57 pm

GDC 2012: new PhysX and APEX technology revealed

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Gametrailers has published several videos, revealing what kind of newest additions to PhysX SDK engine and APEX Framework were showcased at NVIDIA Booth, at current GDC.

First video is showing yet experimental technology – new cloth solver and real-time fracturing.

Wooly character contains 840 000 particles simulated as 100 000 invidual strands of fur and is running on new solver that is currently under active research.

Real-time fracturing will be nice addition to the APEX Destruction module, which, currently, is utilizing only pre-fractured meshes. Fracturing happening in real-time, accordingly to impact force and point of damage application will certanly make destruction look more natural and immersive.

Update: more detailed videos of new fracturing engine.

Update #2: fur simulation technology video

Read the rest of this entry »

Written by Zogrim

March 9th, 2012 at 2:24 pm

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