Archive for the ‘GameWorks’ tag
Without any broad announcement (yet, probably), NVIDIA has released a Unreal Engine 4 custom source code branch with the integration of the completely new GPU fluid solver called Cataclysm.
Update: as confirmed by the developers, Cataclysm solver is based on DX Compute shaders, not CUDA
The Cataclysm uses a custom FLIP based GPU solver combined with Unreal Engine 4’s GPU Particles with Distance Field Collisions. Cataclysm can simulate up to two million liquid particles within the UE4 engine in real time.
A FLIP (Fluid-Implicit Particle) solver is a hybrid grid and particle technique for simulating fluids. All Information for the fluid simulation is carried on particles, but the solution the the physical simulation of the liquid is carried out on a grid. Once the grid solve is complete, the particles gather back up the information they need from the grid move forward in time to the next frame.
As promised, NVIDIA is opening source code for selected GameWorks modules.
Source code for HairWorks, a complete solution for simulation and rendering of realistic fur and hair, has recently made it to GitHub.
|HairWorks 1.2 Alpha : Release Notes|
HairWorks source code branch can be accessed at http://github.com/NVIDIAGameWorks/HairWorks.
Please Note that you’ll require an approved GitHub account, as described here.
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.
Real-time simulation and rendering of realistic hair/fur, consisting of multiple strands, is gettng much attention these days – one can easily name a TressFX solution, developed by AMD.
A competitive response from NVIDIA, new hair and fur simulation technology, which is now officially called NVIDIA HairWorks, was firstly showcased at The Witcher 3 presentation half a year ago and recently used in an actual game title – Call of Duty: Ghosts – to provide “Dynamic Fur” simulation for animal characters.
In comparison to other GPU accelerated physics features, Dynamic Fur was implemented through DirectCompute, which opens it for AMD users as well.
Tae-Yong Kim, physics programmer at NVIDIA, has agreed to answer some of our questions about HairWorks solution in general, and Call of Duty: Ghosts integration in particular.