[GPU Tool] PhysX FluidMark 1.2.0 Available with Multi-Core CPU Support
Categories: FluidMark, NVIDIA PhysX Tags: cpu, fluid simulation, fluidmark, gpu, multi core, multi-threaded, multi-threading, physx, sph

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[Game Development] Fluid Simulation in Games
Categories: Game Development Tags: fluid simulation, game development, multi-core cpu
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Real Time Fluid Simulation for Video Games on CPU
Categories: Game Development, Programming Tags: fluid simulation, game development, intel, Programming, Threading Building Blocks
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[Geeks3D] PhysX FluidMark 1.1.1 PostFX Update
Categories: Benchmarks, Geeks3D, NVIDIA PhysX Tags: benchmark, fluid simulation, fluidmark, physx

PostFX from the file script-post-fx.xml
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[Geeks3D] PhysX FluidMark 1.1.0 Available
Categories: 3D, Benchmarks, Geeks3D, NVIDIA PhysX Tags: 3d, benchmark, cuda, fluid simulation, fluidmark, gpu, NVIDIA, physx, Smoothed Particle Hydrodynamics, sph

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NVIDIA PhysX PowerPack DOWNLOAD
Categories: Forceware, PhysX Tags: demo, fluid simulation, forceware 177.83, NVIDIA, physx power pack, real time 3d, the great kulu
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!
PhysX FluidMark 1.0.0: Fluid Simulation Benchmark
Categories: Benchmarks, NVIDIA PhysX Tags: 3d graphics, ageia, benchmark, fluid simulation, fluidmark, geforce, NVIDIA, opengl, physx, Smoothed Particle Hydrodynamics, sph

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Wavelet Turbulence for Fluid Simulation
Categories: Programming Tags: fluid simulation, navier-stokes, wavelet
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.

















