Posts Tagged ‘fluid simulation’

Real Time Fluid Simulation for Video Games on CPU




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1 comment - What do you think?  Posted by JeGX - August 4, 2009 at 10:38 am

Categories: Game Development, Programming   Tags: , , , ,

[Geeks3D] PhysX FluidMark 1.1.1 PostFX Update

FluidMark with postFx file
PostFX from the file script-post-fx.xml


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14 comments - What do you think?  Posted by JeGX - July 23, 2009 at 10:07 am

Categories: Benchmarks, Geeks3D, NVIDIA PhysX   Tags: , , ,

[Geeks3D] PhysX FluidMark 1.1.0 Available

PhysX FluidMark 3D Benchmark


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8 comments - What do you think?  Posted by JeGX - July 22, 2009 at 1:58 pm

Categories: 3D, Benchmarks, Geeks3D, NVIDIA PhysX   Tags: , , , , , , , , ,

NVIDIA PhysX PowerPack DOWNLOAD

Ecco fatto amici, NVIDIA has released the PhysX PowerPack. What is the PhysX PowerPack? Simply a new ForceWare driver version 177.83 followed by 8 PhysX demos.

The pack is available here: PhysX PowerPack @ NVIDIA – 2781Mb.

Here are two demos from this pack:

NVIDIA PhysX technology Fluid Demo

The primary purpose of the NVIDIA PhysX technology Fluid Demo is to illustrate Smooth Particle Hydrodynamics (SPH). The demo contains two different scenes, the Outdoor and the Logo Scene.

I must say the log scene part is rather impressive: the fluid simulation is really and if you switch the fluid rendering from textured quads (I think it’s that) to polygonal spheres, you can see fluid equations in action!

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1 comment - What do you think?  Posted by JeGX - August 12, 2008 at 9:39 pm

Categories: Forceware, PhysX   Tags: , , , , , ,

PhysX FluidMark 1.0.0: Fluid Simulation Benchmark


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23 comments - What do you think?  Posted by JeGX - at 12:49 pm

Categories: Benchmarks, NVIDIA PhysX   Tags: , , , , , , , , , ,

Wavelet Turbulence for Fluid Simulation

Appearing in SIGGRAPH 2008.

We present a novel wavelet method for the simulation of fluids at high spatial resolution. The algorithm enables large- and small-scale detail to be edited separately, allowing high-resolution detail to be added as a post-processing step. Instead of solving the Navier-Stokes equations over a highly refined mesh, we use the wavelet decomposition of a low-resolution simulation to determine the location and energy characteristics of missing high-frequency components. We then synthesize these missing components using a novel incompressible turbulence function, and provide a method to maintain the temporal coherence of the resulting structures. There is no linear system to solve, so the method parallelizes trivially and requires only a few auxiliary arrays. The method guarantees that the new frequencies will not interfere with existing frequencies, allowing animators to set up a low resolution simulation quickly and later add details without changing the overall fluid motion.

Links:
- Whitepaper – PDF
- Video

Thanks to tho for sending us the new.

Be the first to comment - What do you think?  Posted by JeGX - May 23, 2008 at 3:39 pm

Categories: Programming   Tags: , ,