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Archive for the ‘SPH Fluids’ tag

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

with 4 comments

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

PhysX 3 Fluid Simulation Demo evolves to Fluid Sandbox

with 4 comments

Few months ago we wrote about interesting project – custom SPH Fluid simulation demo, that was using PhysX SDK 3.0.2 as physics engine and OpenGL as rendering API.

Recently, its author known as Finalspace has presented an updated version of this application, which is now called Fluid Sandbox.

Update: Fluid Sandbox 1.4.5 is up. New version is based on PhysX SDK 3.1 and features improved rendering, additional scenarios, better support for multi-core CPUs, fluid emitters and drains.

New release is named “Sandbox” for a reason – most of the data is now stored in XML format, so it is possible to customize existing scenarios (or even create new ones), edit scene and simulation properties, or add custom obstacles.

Apart from that, updated features include improved Screen Space Fluid Rendering option, new basic scenarios, more flexible settings and properly working interaction between fluid particles and rigid bodies.

As we already mentioned in our previous article, Fluid Sandbox is a great tool to play with, which functionality surpasses any other PhysX Fluid demos ever released.

You can download Fluid Sandbox from original thread at Delphi OpenGL Community forum.

Written by Zogrim

March 7th, 2012 at 11:45 am

Posted in PhysX Tools

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Fluid Simulation demo with OpenGL and PhysX SDK 3.0

with one comment

Very interesting PhysX Fluid Simulation demo was revealed by a user Finalspace on German Delphi OpenGL Community forum.

Update: new version is available.

Written from scratch on C++, based on PhysX SDK 3.0.2 and OpenGL, this demo is showcasing Smoothed Particle Hydrodynamics (SPH) fluid simulation in a basic environment.

However, the amount of options is appealing – you can choose from various scenes, change fluid parameters, add rigid bodies or more particles (up to 262 000), apply forces to the fluid, switch rendering modes – PhysX Fluid Simulation is a fully functional playground, more advanced than original PhysX Fluids demo from NVIDIA.

You can download PhysX Fluid Simulation v 1.2 from original thread.

Read the rest of this entry »

Written by Zogrim

November 9th, 2011 at 8:54 pm

Posted in PhysX Tools

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PhysX FluidMark 1.4.0 available

with one comment

JeGX has presented new 1.4.0 version of FluidMark, benchmarking and testing tool for GPU PhysX/Hybrid PhysX systems.

Update: FluidMark 1.5.1 is available

Release Highlights:

  • New: added two benchmark presets (1080 and 720).

Preset:1080: with this preset, the settings are the following:: 1920×1080 fullscreen, duration of 60 sec, 60000 particles, heavy additional graphics load and multithreaded PhysX synchronized on the rendering.

Preset:720: with this preset, the settings are the following: 1280×720 fullscreen, duration of 60 sec, 30000 particles, moderate additional graphics load and multithreaded PhysX synchronized on the rendering.

  • New: PhysX built-in CPU multicore option added.
  • New: score submission with oZone3D.Net account.
  • Update: the additional graphics load option covers now the whole screen and not only the upper-right corner.
  • Update: revamp of the main startup dialog box (now a bit simpler to use).
  • Update: compiled with PhysX SDK 2.8.4.6.
  • Bugfix: fixed a nasty deadlock that hung FluidMark sometimes at the end the tests.

You can download PhysX FluidMark 1.4.0 from Geeks3D.com.

We remind you, that in case if you want to use FluidMark 1.40 with Hybrid PhysX Mod, you need to delete/rename PhysXDevice.dll file in application folder, due to usage of driverless PhysX SDK 2.8.4.

Written by Zogrim

November 8th, 2011 at 4:13 pm

PhysX Fluids in Alice: Madness Returns

with one comment

NVIDIA has published a technical article, related to Smoothed Particle Hydrodynamics (SPH) fluid simulation method, used in as part of GPU PhysX effects in recently released Alice: Madness Return title.

As we said before, overall level of PhysX particle effects is impressive, but fluid dynamics itself can only be called – decent. We already saw more detailed SPH-fluids in Cryostasis (up to 30 000 particles), gameplay affecting fluids in Crazy Machines 2 and even SPH based smoke in Batman: Arkham Asylum and Mafia II.

What we are really expecting from upcoming PhysX games, are next-gen fluid solvers like those showcased in this PhysX research video or in Raging Rapids Ride demo, for example.

However, if you are interested in SPH-fluid simulation technique and particles rendering, we recommend you to familiarize with following materials (in addition to the article this post is related to – which is an interesting read anyway):

Written by Zogrim

June 25th, 2011 at 1:27 am

PhysX FluidMark 1.3.0: up to 779 000 particles on GPU

with one comment

New version of FluidMark, benchmarking tool for GPU PhysX setups, is available for download.

Update: hotfix version 1.3.1 released

  • Bugfix: online submission didn’t work properly when the nickname field was filled.
  • Change: now Win32 Setup installs two shortcuts: FluidMark.exe (single GPU) and etqw.exe (SLI / CrossFire).

PhysX FluidMark 1.3.1

Release Notes:

  • New: scoring system change. Now the global score is the sum of PhysX score and GraphX (3D rendering) score. The global score is more appropriate to reflect the gain brought by a dedicated PhysX card.
  • New: added a new option to increase the graphics workload ([More graphics load] checkbox).
  • Bugfix: fixed GPU memory allocation. Now you can run more than 700’000 SPH particles.
  • Change: online submission improved.
  • Change: updated GPU monitoring code with latest version of ZoomGPU (1.5.11)
  • Change: removed [Heavy PhysX mode] and [Use particle count] checkboxes.

You can download FluidMark 1.3.0 from here

Written by Zogrim

November 26th, 2010 at 8:24 pm

Posted in PhysX Tools

Tagged with , ,

Modding of PhysX Fluid Demo

with 6 comments

Original NVIDIA PhysX Fluid Demo is nice indeed, but it is not using fluid simulation to it’s full potential – there is only two scenes, level geometry is way too basic and water flow is too simple.

That’s why our fellow reader, known as AquaGeneral, desided to pimp Fluid Demo a little, buy replacing original models and, thus, providing more interesting usage of fluid sim.

[08.01.2011] Update: new model – “Two Story Building” – available. Mod reuploaded.

Update #2: If you want to create custom level to yourself, please refer to PhysX Fluid Demo Modding Guide.

Three new variants of initial “Pumping Station or something” scene were added:

1 – “Building”

2 – “Pool”

Read the rest of this entry »

Written by Zogrim

September 17th, 2010 at 2:07 pm

Posted in PhysX Tools

Tagged with ,

Nvidia PhysX Fluid Demo upgraded to ver. 1.0.1.3.

with 12 comments

For those of you who are still playing with old Nvidia PhysX Fluid Demo (version 1.0.0.9, released in 2008 with first PowerPack) Nvidia has prepared a new, slightly updated variant – PhysX Fluid Demo ver. 1.0.1.3.

Update: Modding of PhysX Fluid Demo

Release notes:

  • Allocate only 64MB of VRAM heap instead of 128MB
  • Adjusted text output to not conflict with the PhysX Visual Indicator
  • Added option to toggle the display of all text (in screen space) on/off.

You can download PhysX Fluid Demo ver. 1.0.1.3. from here (19 mb)

Alternative download from physxfiles.com (virustotal report).

Written by Zogrim

August 4th, 2010 at 2:43 pm

Posted in PhysX Tools

Tagged with ,

Nvidia PhysX Demo: Raging Rapids Ride

with 12 comments

Apart from Supersonic Rocket Sled demo all of you are probably familar already, for GF100 launch Nvidia has prepared another technical PhysX demo, called Raging Rapids Ride, with boat riding down a montain river – maybe not so impressive in graphics aspect, but with intensive and complex real-time fluid simulation.

It using PhysX SDK based objects with custom hybrid water simulation, utilizing both heightfield fluid solver and particle simulation.  Boat behaviour is a little choppy, escpecially when it collides with waterside surface, but water simulation looks very impressive.

Update: You can download Raging Rapids Ride demo here

Grid based shallow water flowing pass a terrain with high slope is automatically turned into particle waterfall, and than – back to heightfield water (thus, two different fluid solvers are used simultaneously).

Read the rest of this entry »

Written by Zogrim

March 27th, 2010 at 2:04 am

Posted in Articles, Reviews, Other

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New PhysX FluidMark 1.2: First Tests

with 6 comments

As we mentioned previously, upcoming FluidMark 1.2, next version of popular GPU PhysX testing and benchmarking application, will include support for Multi-Core CPU PhysX calculations, and overall multi-threading optimizations as well.

Jerome Guinot, FluidMark developer, was kind enough to provide us with latest beta-version of new Fluid-Mark 1.2, and we’ll try to answer finally, what is faster – GPU PhysX or properly optimized CPU PhysX.

But first, lets take a closer look at new FluidMark. (click to view full picture)

Main control panel now includes several additional options, like “Force PhysX CPU” – ability to switch between GPU and CPU PhysX, without necessity to use Nvidia Control Panel.

Multi-core PhysX” checkbox enables all multi-threading optimizations, vital and most interesting part of new FluidMark.

# of CPU cores” is used specify number of CPU cores dedicated to simulation (up to 32 in current version), however this option is no so transparent as it looks – increased number of cores adds additional fluid emitters to the scene (one emitter per core or two in general), and with equal number of particles, various number of emitters can affect performance.

Read the rest of this entry »

Written by Zogrim

March 17th, 2010 at 5:58 pm

Posted in PhysX Tools

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