PhysX Research: Real-Time simulation of Large Bodies of Water
Another paper called 'Real-Time Simulation of Large Bodies of Water with Small Scale Details' (you can find previous one, Wrinkle Meshes, here) has arrived from Dr. Matthias MÃ¼ller-Fischer, PhysX SDK research lead at Nvidia Switzerland.
Paper is decribing hybrid grid- and ' particle based fluid solver used in latest, and technically most impressive, demo from Nvidia ' Raging Rapids Ride.
We present a hybrid water simulation method that combines grid based and particles based approaches. Our specialized shallow water solver can handle arbitrary underlying terrain slopes, arbitrary water depth and supports wet-dry regions tracking. To treat open water scenes we introduce a method for handling non-reflecting boundary conditions. Regions of liquid that cannot be represented by the height field including breaking waves, water falls and splashing due to rigid and soft bodies interaction are automatically turned into spray, splash and foam particles.We still hope that this solver will make it into next, 3.x release of PhysX SDK.
In addition, demonstrational video is available (61 mb)
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