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07-16-11, 12:00 PM
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Matthias Müller-Fischer, the research lead of the PhysX SDK at NVIDIA Switzerland has posted a nice PhysX research paper titled Real-Time Eulerian Water Simulation Using a Restricted Tall Cell Grid (http://www.matthiasmueller.info/publications/tallCells.pdf). You can read the entire research paper in PDF format here (http://www.matthiasmueller.info/publications/tallCells.pdf) and check out the video below. Be sure to check out his YouTube channel (http://www.youtube.com/user/matthimf) and website here (http://www.matthiasmueller.info/) for more research. If you think that paper is in a different language, basically this is PhysX simulated water! Now that the research on it is done hopefully we will see it in games!

Abstract From Real-Time Eulerian Water Simulation Using a Restricted Tall Cell Grid (http://www.matthiasmueller.info/publications/tallCells.pdf):

We present a new Eulerian fluid simulation method, which allows
real-time simulations of large scale three dimensional liquids. Such
scenarios have hitherto been restricted to the domain of off-line
computation. To reduce computation time we use a hybrid grid
representation composed of regular cubic cells on top of a layer
of tall cells. With this layout water above an arbitrary terrain can
be represented without consuming an excessive amount of memory
and compute power, while focusing effort on the area near the
surface where it most matters. Additionally, we optimized the grid
representation for a GPU implementation of the fluid solver. To
further accelerate the simulation, we introduce a specialized multigrid
algorithm for solving the Poisson equation and propose solver
modifications to keep the simulation stable for large time steps. We
demonstrate the efficiency of our approach in several real-world
scenarios, all running above 30 frames per second on a modern
GPU. Some scenes include additional features such as two-way
rigid body coupling as well as particle representations of sub-grid
detail.



Related posts:

NVIDIA GF100 Fluids( PhysX Based Water) Demo (http://www.gamephys.com/game-physics/nvidia-gf100-fluids-physx-based-water-demo/)
New Nvidia PhysX Demo: Raging Rapids Ride (http://www.gamephys.com/game-physics/new-nvidia-physx-demo-raging-rapids-ride/)
PhysX Fluid Simulation in Alice: Madness Returns Technical Article (http://www.gamephys.com/game-physics/physx-fluid-simulation-in-alice-madness-returns-technical-article/)



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