Archive for the ‘SPH Fluids’ tag
Fluid Simulation demo with OpenGL and PhysX SDK 3.0
Very interesting PhysX Fluid Simulation demo was revealed by a user Finalspace on German Delphi OpenGL Community forum.
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 our server (1.7 mb), or from original thread.
PhysX FluidMark 1.4.0 available
JeGX has presented new 1.4.0 version of FluidMark, benchmarking and testing tool for GPU PhysX/Hybrid PhysX systems.
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.
PhysX Fluids in Alice: Madness Returns
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):
PhysX FluidMark 1.3.0: up to 779 000 particles on GPU
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).

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
Modding of PhysX Fluid Demo
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”

Nvidia PhysX Fluid Demo upgraded to ver. 1.0.1.3.
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 (direct links won't work)
Nvidia PhysX Demo: Raging Rapids Ride
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).

New PhysX FluidMark 1.2: First Tests
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.
WeeklyTube Issue 23: PhysX video overview

Metro 2033 – Fear The Future by GordonFreeMANness
Latest trailer from Metro 2033 – title with extensive PhysX support.
Fluid simulation using PhysX implementation of SPH by eyroo
Liquid simulation with 18 000 particles, based on SPH PhysX fluids and OGRE engine.
Nvidia GF100 SPH PhysX Fluids demo
Impressive video of realtime Smoothed Particle Hydrodynamics (SPH) PhysX Fluid simulation demo, running on GF100 GPU, was uploaded to YouTube by Nvidia recently.
According to certain slides, this demo is using 128 000 particles, running on 141 frames per second.

First game that made use of PhysX SPH, Cryostasis, simulated 30,000 water particles at average 30 frames per second on the GT200 architecture. Next title with extensive SPH Fluids effects is going to be Metro 2033, as we heard.













