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PhysX Research: Mass-Conserving Liquids and cloth with Long Range Attachments

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More interesting papers from PhysX research team and Dr. Matthias Müller-Fischer, PhysX SDK Research Lead in NVIDIA.

First paper, called “Mass-Conserving Eulerian Liquid Simulation“, present latest advancements in hybrid fluid solver development – a topic of active research for past several years [previous work].

We present a GPU friendly, Eulerian, free surface fluid simulation method that conserves mass locally and globally without the use of Lagrangian components. Local mass conservation prevents small scale details of the free surface from disappearing, a problem that plagues many previous approaches, while global mass conservation ensures that the total volume of the liquid does not decrease over time. Our method handles moving solid boundaries as well as cells that are partially filled with solids. Due to its stability, it allows the use of large time steps which makes it suitable for both off-line and real-time applications.

We achieve this by using density based surface tracking with a novel, unconditionally stable, conservative advection scheme and a novel interface sharpening method. While our approach conserves mass, volume loss is still possible but only temporarily. With constant mass, local volume loss causes a local increase of the density used for surface tracking which we detect and correct over time. We also propose a density post-processing method to reveal sub-grid details of the liquid surface.We show the effectiveness of the proposed method in several practical examples all running either at interactive rates or in real-time.

At some point this research may be made into new APEX module, according to our information.

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Written by Zogrim

July 20th, 2012 at 6:20 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.

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Written by Zogrim

March 9th, 2012 at 5:57 pm

PhysX Research: Oriented Particles solver through CUDA

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Earlier this year, Matthias Müller-Fischer, PhysX SDK Research Lead in NVIDIA, has presented new universal solver that can be used simulate almost any kind of objects – rigid, plastic, cloth or soft body.

You can familiarize with this work via previously published research papers: Solid Simulation with Oriented Particles and Adding Physics to Animated Characters with Oriented Particles.

Today, interesting video was revealed – it is showcasing impressive 20x performance improvement for this type of simulation running on GPU through CUDA, in comparison to CPU execution (5 “Lionfish” objects on CPU vs 100 on GPU – in real-time).

Sometimes findings of PhysX Research team are incorporated in PhysX/APEX products, and sometimes, for various reasons, they just become a research paper or presentation. We hope that in case with solver there will be only one option – first one.

Written by Zogrim

November 4th, 2011 at 6:23 pm

PhysX Research: adding physics to animated characters with Oriented Particles

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Another interesting research paper was published by Dr. Matthias Müller-Fischer, PhysX SDK Research Lead in NVIDIA.

Update: Oriented Particles solver through CUDA

It is called Adding Physics to Animated Characters with Oriented Particles and it further expands oriented particles approach with techniques for simulation of clothing on animated characters.


We present a method to enhance the realism of animated characters by adding physically based secondary motion to deformable parts such as cloth, skin or hair. To this end, we extend the oriented particles approach to incorporate animation information. In addition, we introduce techniques to increase the stability of the original method in order to make it suitable for the fast and sudden motions that typically occur in computer games. We also propose a method for the semi-automatic creation of particle representations from arbitrary visual meshes. This way, our technique allows us to simulate complex geometry such as hair, thick cloth with ornaments and multi-layered clothing, all interacting with each other and the animated character.

Written by Zogrim

September 14th, 2011 at 11:14 pm

PhysX Research: Eulerian Water Simulation and Solids through Oriented Particles

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Two new research papers have landed on a homepage of Dr. Matthias Müller-Fischer, PhysX SDK Research Lead in NVIDIA and NovodeX co-founder.

Fisrst one, called “Real-Time Eulerian Water Simulation Using a Restricted Tall Cell Grid“, presents further impovements to the real-time hybrid fluid solver, that we were able to see in recent demos like Lighhouse and Raging Rapids Ride.


We present a new Eulerian fluid simulation method, which allows real-time simulations of large scale three dimensional liquids. Such scenarios have hither to been restricted to the domain of off-line computation. To reduce computation time we use a hybrid grid representation composed of regular cubic cells on top of a layer of tall cells. With this layout water above an arbitrary terrain can be represented without consuming an excessive amount of memory and compute power, while focusing effort on the area near the surface where it most matters. Additionally, we optimized the grid representation for a GPU implementation of the fluid solver.

To further accelerate the simulation, we introduce a specialized multigrid algorithm for solving the Poisson equation and propose solver modifications to keep the simulation stable for large time steps. We demonstrate the efficiency of our approach in several real-world scenarios, all running above 30 frames per second on a modern GPU. Some scenes include additional features such as two-way rigid body coupling as well as particle representations of sub-grid detail.

We badly want to see this one in further releases of PhysX SDK 3 or APEX.

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Written by Zogrim

May 19th, 2011 at 10:54 am

PhysX Research: Anisotropic Turbulence Particles

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Interesting paper, called “Scalable Fluid Simulation using Anisotropic Turbulence Particles” has appeared at homepage of Dr. Markuss Gross, from ETH Zurich.

As far as we know, same solver is used in APEX Turbulence module.

APEX Turbulence paper


It is usually difficult to resolve the fine details of turbulent flows, especially when targeting real-time applications. We present a novel, scalable turbulence method that uses a realistic energy model and an efficient particle representation that allows for the accurate and robust simulation of small-scale detail. We compute transport of turbulent energy using a complete two-equation k–e model with accurate production terms that allows us to capture anisotropic turbulence effects, which integrate smoothly into the base flow. We only require a very low grid resolution to resolve the underlying base flow.

As we offload complexity from the fluid solver to the particle system, we can control the detail of the simulation easily by adjusting the number of particles, without changing the large scale behavior. In addition, no computations are wasted on areas that are not visible. We demonstrate that due to the design of our algorithm it is highly suitable for massively parallel architectures, and is able to generate detailed turbulent

In addition, this paper comes with nice video demonstration (92 mb). It is worth to watch.

Thanks to AquaGeneral for the link.

Written by Zogrim

September 30th, 2010 at 4:06 pm

pCubee: 3D display cube

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Interesting research project, called pCubee – five-paneled LCD cube that gives users the appearance that virtual objects are inside and product of two years of work by students at the University of British Columbia – has drawn our attention recently. Why ? Because software part of pCubee is based on Open Scene Graph and PhysX SDK.

As you may see, pCubee can handle not only simple rigid bodies collisions, but also more complicated objects, like softbodies (1:20 – 1:27) and particle systems.

Gonna be interesting to see if this project will evolve from concept to something more consistent, like game console or other consumer entertainment product.

Written by Zogrim

April 16th, 2010 at 3:17 pm

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