Archive for the ‘FLEX’ tag
NVIDIA has finally released beta version of the official FleX plug-in for the Unity engine.
FleX plug-in is available free of charge at Unity Asset Store.
NVIDIA FleX is a unified particle-based simulation library which can efficiently simulate variety of objects and materials, such as rigids, fluids, cloth and softbodies.
Latest version of FleX supports GPU acceleration through DX12 and CUDA, and will work on both NVIDIA and AMD GPUs.
NVIDIA has officially released 1.2.0 version of the FleX particle based simulation library.
New release includes various fixes and improvements, such as better support for softbody simulation and asynchronous compute API.
|NVIDIA FLEX SDK 1.2.0: Release Notes|
- Improved collision against moving shapes, solver now correctly interpolates shape transforms for substeps
- Improved Linux support, removed GLUT/GLEW dependencies
- New API for adding soft-joints (dynamic shape-matching constraints) via. the extensions API, see NvFlexExtCreateSoftJoint()
- New API to retrieve particle neighbor information, see NvFlexGetNeighbors()
- New API to support shape collision filtering, collision channels can be assigned to particles and shapes to specify which pairs collide, see NvFlexPhase
- New API to support per-shape plastic deformation, it is now possible to specify plastic creep and threshold coefficient on a per-shape basis (previous global settings), see NvFlexSetRigids()
- New API to selectively disable solver features, this can lead to improved performance, see NvFlexFeatureMode, replaces global FlexParams::fluid option
- New API change, NvFlexUpdateTriangleMesh() now takes vertices with 16-byte stride to remove CPU synchronization step in D3D implementations
NVIDIA has revealed latest version of the unified simulation solver – FLEX.
Update: official announcement from NVIDIA
Update #2: FleX 1.2.0 is available
Major feature of this release is the introduction of DX11/DX12 support, in addition to default CUDA implementation, so FLEX solver will run across all compatible graphics cards including AMD and Intel ones.
|NVIDIA FLEX SDK 1.1.0: Release Notes|
- New API style, for consistency with other products the API has now an NvFlex prefix and follows a naming convention similar to PhysX
- Add support for DirectX, in addition to CUDA there is now a cross-platform DirectX 11 and 12 version of the Flex libraries that Windows applications can link against
- Add support for max acceleration clamping, see NvFlexParams::maxAcceleration, can be useful to reduce popping with fast moving kinematic shapes and large interpenetration
- Add support to querying compute device, see NvFlexGetDeviceName()
- Add support for flushing compute queue, see NvFlexFlush()
- Add support for multiple library instances, NvFlexInit() now returns a library which is bound to a single compute device
- Add support for local space particle simulation, see NvFlexExtMovingFrameInit() and two new local space fluid and cloth demos
- Add support for CUDA 8.0.44
Quite an interesting beginning of GDC 2017 – NVIDIA has not only presented their newest flagship GPU, GeForce GTX 1080 Ti, but also announced several additions to the GameWorks libraries.
Let’s take a closer look.
FleX & Flow
NVIDIA FleX, unified particle-based solver, and NVIDIA Flow, an engine for simulation of smoke and fire, now both feature hardware agnostic DX12 implementation !
This is exciting news not only for gamers, but also for 3d party companies, already utilizing FleX in their products, such as Lucid Physics from Ephere.
NVIDIA has just released a new version of the FLEX universal particle solver.
|NVIDIA FLEX SDK 1.0.0: Release Notes|
- Added support for reporting collision shape ids, and trigger volume shapes, see flexGetContacts()
- Optimizations to host code performance
- Fix for potential memory leak in SDF object destruction
- Fix for potentially missed collisions during convex shape CCD
- Fix for incorrect bounds computation during flexSetShapes() (if not specified by user)
- Fix for initial shape translations being incorrect when using a transform with flexExtCreateInstance()
- Move flexExt.h header to the /include folder
FLEX SDK 1.0 can be downloaded at GameWorks Download Center (registration guide).
Recent 1.3 Beta update (availabe through Steam on PC) for Fallout 4, among various bug fixes, adds several new graphics features – HBAO+ ambient occlusion and, suprisingly, physically simulated debris effects from bullet impacts, exclusive to NVIDIA GPUs.
(You can also find some comparison videos on YouTube – Link 1, Link 2)
NVIDIA FleX is the new GPU accelerated particle-based simulation library. The core idea of FleX is that every object is represented as a system of particles connected by constraints. Such unified representation allows efficient modeling of many different materials and natural interaction between elements of different types, for example, two-way coupling between rigid bodies and fluids.
Update: FLEX SDK 0.8 can now be downloaded through GameWorks Download Center
Interested developers may be pleased to hear that NVIDIA has already completed basic integration of FleX solver into Unreal Engine 4, and it can be freely obtained with one specific UE4 source code branch at GitHub.
Standalone FleX SDK and sample demo executable (as showcased below) are also included in the package.
To get access to the UE4 source code branch with FleX integration few steps are required:
About a month ago, NVIDIA has revealed a new unified GPU accelerated physics framework – NVIDIA FLEX – at “The Way It’s Meant To Be Played” press event in Montreal.
Today, Miles Macklin, physics programmer at NVIDIA and lead-developer of the FLEX system, has joined us to share first-hand details about this exciting technology.
PhysXInfo.com: So what is the NVIDIA FLEX exactly ? What are the main features of FLEX ?
Miles Macklin: FLEX is a multi-physics solver for visual effects.
It grew out of the work I did on Position Based Fluids, which was later extended to support two-way coupling between liquids and different object types such as clothing and rigid bodies.
The feature set is largely inspired by tools like Maya’s nCloth and Softimage’s Lagoa. The goal is to bring the capabilities of these off-line applications to real-time games.