Archive for the ‘DXCompute’ tag
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.
As promised earlier, PC version of Call of Duty: Ghosts title was recently patched to include a set of GPU accelerated physics effects.
Update: Dynamic Fur – technology overview and comparison video
New NVIDIA’s dynamic hair and fur simulation technology is making a debut in this game. It allows to realistically render and simulate multiple strands of fur on animals characters such as Riley the Dog.
In addition to the nice look (especially in motion), Dynamic Fur feature is utilizing DX Compute, according to the information we have recieved, and thus should be available to AMD users as well.
Under “Would you like to Ask Nvidia A question?” iniative Nvidia employees have answered another portion of questions, this time solely related to PhysX:
#1 – How do you expect PhysX to compete in a DirectX 11/OpenCL world?
By Tom Petersen, Director of Technical Marketing: PhysX does not compete with OpenCL or DX11’s DirectCompute.
PhysX is an API and runtime that allows games and game engines to model the physics in a game. Think of PhysX as a layer above OpenCL or DirectCompute, which in contrast are very generic and low level interfaces that enable GPU-accelerated computation. Game developers don’t create content in OpenCL or DirectCompute. Instead they author in toolsets (some of which are provided by NVIDIA) that allow them to be creative quickly. Once they have good content they “compile” a specific platform (PC, Wii, Xbox, PS3, etc) using another tool flow.
During this process game studios have three basic concerns:
1. Does PhysX make it easier to develop games for all platforms – including consoles?
2. Does PhysX make it easier to have kick ass effects in my game?
3. Will NVIDIA support my efforts to integrate this technology?
And the answer to the three questions above is: yes, yes, and yes. We are spending our time and money pursuing those goals to support developers, and right now the developer community is not telling us that OpenCL or DirectCompute support are required.
At the end of the day, the success of PhysX as a technology will depend on how easy it is for game designers to use and how incredible the game effects are that they create. Batman: Arkham Asylum is a good example of the type of effects we can achieve with PhysX running on NVIDIA GPUs, and we are working to make the next round of games even more compelling. At this time, NVIDIA has no plan to move from CUDA to either OpenCL or DirectCompute as the implementation engine for GPU acceleration. Instead we are working to support developers and implement killer effects.
#2 – Will PhysX become open-source?
Tom Petersen: NVIDIA is investing a lot of time and effort in PhysX and we do not plan to make it open source today. Of course the binaries for the SDK are distributed for free, and source code is available for licensing if game designers need it.
Only partial version is displayed. You can view full answer here