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06-24-11, 09:00 PM
NVIDIA has published a technical article (http://developer.nvidia.com/content/fluid-simulation-alice-madness-returns), related to Smoothed Particle Hydrodynamics (SPH) fluid simulation method, used in as part of GPU PhysX effects in recently released Alice: Madness Return (http://physxinfo.com/data/vreview_alice.html) 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 (http://physxinfo.com/data/vreview_cryostasis.html) (up to 30 000 particles), gameplay affecting fluids in Crazy Machines 2 (http://physxinfo.com/data/vreview_cm2.html) and even SPH based smoke in Batman: Arkham Asylum (http://physxinfo.com/data/vreview_batman.html) and Mafia II (http://physxinfo.com/data/vreview_maf2.html).

What we are really expecting from upcoming PhysX games, are next-gen fluid solvers like those showcased in this PhysX research video (http://www.youtube.com/watch?v=Jl54WZtm0QE) or in Raging Rapids Ride (http://www.youtube.com/watch?v=g5LkSYQG7o4) 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):



CUDA Fluid Simulation in NVIDIA PhysX (http://sa08.idav.ucdavis.edu/CUDA_physx_fluids.Harris.pdf)
Screen Space Fluid Rendering for Games (http://developer.download.nvidia.com/presentations/2010/gdc/Direct3D_Effects.pdf)



More... (http://physxinfo.com/news/5934/physx-fluids-in-alice-madness-returns/)