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Archive for the ‘Video’ tag

Introducing NVIDIA HairWorks: fur and hair simulation solution

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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.

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Written by Zogrim

January 16th, 2014 at 11:33 am

Assassin’s Creed IV: Black Flag was patched to include Turbulence effects

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GPU PhysX effects, in a form of APEX Turbulence based smoke, are now available in the PC version of the Assassin’s Creed IV: Black Flag title.

Update: Adding GPU PhysX support to Assassin’s Creed IV – interview with Ubisoft Kiev

We have prepared a short comparison video to showcase the effects.

Turbulence smoke is utilizing latest APEX 1.3, can cast and recieve shadows on a rendering side, and is applied to a number of environmental and combat assets throughout the game.

Particles are affected by forcefields (such as shots and explosions) and weather conditions (such as wind). They can interact with characters and are also colliding with static level geometry, as a nice addition.

Written by Zogrim

December 18th, 2013 at 11:35 pm

Some facts about GPU PhysX effects in Batman: Arkham Origins

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Many of you have probably already seen the first PhysX trailer for upcoming Batman: Arkham Origins title, extracted from PAX 2013 stream and narrated by Tom Petersen.

Update: official trailer

However, we were able to abtain some additional and interesting information on GPU PhysX support in the new Batman game.

  • Arkham Origins is using PhysX SDK 2.8.4, coupled with newest APEX 1.3.
  • The game will be very heavy on Turbulence effects – all the interactive fog and steam, as seen in the video, is based on APEX Turbulence module. More common SPH particles, known from other PhysX games, will be not present in Arkham Origins.
  • Dynamic snow is a complex simulation, that is using a set of vortex, attractors, jets, turbulence grids, and noise field samplers.
  • The game will have certain amount of environmental cloth assets (paper, banners, etc), but no enhanced clothing on character.
  • GPU Rigid bodies or APEX Destruction module will be not used in Batman.

Batman: Arkham Origins is scheduled for release on October 25, 2013.

Written by Zogrim

September 10th, 2013 at 9:58 pm

Posted in PhysX Games

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The Bureau: XCOM Declassified GPU PhysX effects showcase

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New trailer, that demonstrates GPU accelerated physics effects in a recently released The Bureau: XCOM Declassified title, was revealed today by NVIDIA.

As one may notice, GPU PhysX support in The Bureau includes intensive use of Turbulence and impact debris particles, and also physically simulated cloth objects.

Written by Zogrim

August 21st, 2013 at 7:00 am

Posted in PhysX Games

Tagged with , , , , ,

SIGGRAPH 2013: Latest improvements to Position Based Fluids

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Our readers may remember Position Based Fluids – new and promising fluid simulation approach, which has got quite a bit of attention few months ago.

Miles Macklin, one of the authors of the PB Fluids method, has presented latest improvements to the algorithm at SIGGRAPH 2013 conference – namely, two-way interaction with rigid bodies and cloth objects, as showcased in the videos below.

* Two-Way Coupling with Rigid Bodies

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Written by Zogrim

July 25th, 2013 at 10:01 pm

GPU PhysX in Metro: Last Light

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Metro: Last Light, a post-apocalyptic first person shooter with survival horror elements, is joining the family of PhysX enabled titles by offering a support for GPU accelerated physics effects.

Update: Metro Last Light PhysX Benchmarks roundup

Update #2: Metro: Last Light – GPU PhysX Profile

First game in the series – Metro 2033 – was also featuring a GPU PhysX content, however, it was limited to basic particle effects.

Was the Last Light able to improve the results of its predecessor? Let’s find out.

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Written by Zogrim

May 24th, 2013 at 10:54 am

PhysX Research: Position Based Fluids explained

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Position Based Fluids – this fluid simulation technology has indeed got some attention lately, and now, new “Position Based Fluids” paper by Miles Macklin (NVIDIA) and Matthias Müller-Fischer (NVIDIA) can give one a proper insight on the algorithm.

Abstract:

In fluid simulation, enforcing incompressibility is crucial for realism; it is also computationally expensive. Recent work has improved efficiency, but still requires time-steps that are impractical for real-time applications.

In this work we present an iterative density solver integrated into the Position Based Dynamics framework (PBD). By formulating and solving a set of positional constraints that enforce constant density, our method allows similar incompressibility and convergence to modern smoothed particle hydrodynamic (SPH) solvers, but inherits the stability of the geometric, position based dynamics method, allowing large time steps suitable for real-time applications.

We incorporate an artificial pressure term that improves particle distribution, creates surface tension, and lowers the neighborhood requirements of traditional SPH. Finally, we address the issue of energy loss by applying vorticity confinement as a velocity post process.

Written by Zogrim

April 24th, 2013 at 11:07 am

PhysX Research: Real Time Dynamic Fracture explained

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Latest iteration of real-time fracturing and destruction technology, showcased at GDC 2013, is now explained in a new “Real Time Dynamic Fracture with Volumetric Approximate Convex Decompositions” paper by Matthias Müller-Fischer (NVIDIA), Nuttapong Chentanez (NVIDIA) and Tae-Yong Kim (NVIDIA).

Abstract:

We propose a new fast, robust and controllable method to simulate the dynamic destruction of large and complex objects in real time. The common method for fracture simulation in computer games is to pre-fracture models and replace objects by their pre-computed parts at run-time. This popular method is computationally cheap but has the disadvantages that the fracture pattern does not align with the impact location and that the number of hierarchical fracture levels is fixed.

Our method allows dynamic fracturing of large objects into an unlimited number of pieces fast enough to be used in computer games. We represent visual meshes by volumetric approximate convex decompositions (VACD) and apply user-defined fracture patterns dependent on the impact location.

The method supports partial fracturing meaning that fracture patterns can be applied locally at multiple locations of an object. We propose new methods for computing a VACD, for approximate convex hull construction and for detecting islands in the convex decomposition after partial destruction in order to determine support structures.

We must note that this research is specifically targeted to be implemented in upcoming versions of APEX Destruction module.

Written by Zogrim

April 23rd, 2013 at 3:53 pm

Introduction to Position Based Fluids

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Many of you may have already seen an impressive real-time destruction and fluid simulation demo from GDC 2013.

Update: Position Based Fluids explained

Update #2: Introducing NVIDIA FLEX: unified GPU PhysX solver

We won’t talk about fracturing technology today, instead, let’s focus on the new fluid simulation algorithm, presented in the demo – it is known as Position Based Fluids.

Position Based Fluids is a way of simulating liquids using Position Based Dynamics (PBD), the same framework that is utilized for cloth and deformables simulation in PhysX SDK.

Because PBD uses an iterative solver, it can maintain incompressibility more efficiently than traditional SPH fluid solvers. It also has an artificial pressure term which improves particle distribution and creates nice surface tension-like effects (note the filaments in the splashes). Finally, vorticity confinement is used to allow the user to inject energy back to the fluid.

More details on this a new technique will be available later on, in a SIGGRAPH 2013 paper “Position-Based Fluids” by Miles Macklin and Matthias Mueller-Fischer, and we also expect it to be included in future versions of PhysX SDK or APEX modules.

Written by Zogrim

April 22nd, 2013 at 11:17 am

GDC 2013 Demo: APEX Turbulence in CryEngine

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The following demo is quite interesting – it is showcasing real-time particle simulation, using APEX Turbulence module and CryEngine from Crytek.

This one should be approached carefully: it is not the official feature of the CryEngine, more like a proof of concept of how APEX can be utilized in non-PhysX SDK based game engine.

Demo is using custom particle system (simplified version of the one from PhysX SDK) and Turbulence driven velocity fields to control particle motion. Interactions with level geometry and rigid body objects are also supported.

Such technology may offer some interesting new possibilities for GPU PhysX games.

Written by Zogrim

March 28th, 2013 at 12:10 pm

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