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Archive for the ‘HairWorks’ tag

GDC 2017: NVIDIA Gameworks goes DX12 and more !

with 3 comments

Quite an interesting beginning of GDC 2017NVIDIA 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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Written by Zogrim

March 1st, 2017 at 10:04 am

NVIDIA HairWorks 1.2 source code is now available on GitHub

with one comment

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

  • Api consistency and style improvements
  • Samples use a native sample framework
  • Support for rendering to a cube-map
  • Fully customizable serialization (implementations for memory and file system)
  • Small bug fixes and improvements
  • 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.

    Written by Zogrim

    March 23rd, 2016 at 11:21 am

    Introducing NVIDIA HairWorks: fur and hair simulation solution

    with 8 comments

    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.

    Read the rest of this entry »

    Written by Zogrim

    January 16th, 2014 at 11:33 am

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