Nvidia FLEX feature

Nvidia’s PhysX Unified Particle Physics Solution Looks Spectacular – New Video From SIGGRAPH 2014

During SIGGRAPH 2014, Miles Macklin, Matthias Muller, Nuttapong Chentanez and Tae-Yong Kim presented a unified dynamics framework for real-time visual effects. It looks amazing and comes close to CG quality particle effects, so make sure to give it a go. According to its description, by taking advantage of Nvidia’s CUDA FLEX capabilities, this solution is capable of modeling gases, liquids, deformable solids, rigid bodies and clothing with two-way interactions. Enjoy!

13 thoughts on “Nvidia’s PhysX Unified Particle Physics Solution Looks Spectacular – New Video From SIGGRAPH 2014”

  1. Only thing missing from these examples is fire.. reactive/interactive fire. Combing all of these things, including existing things like tessellation on such things as trees and characters it would be interesting to see interactive smoke and fire (convection currents) affecting a tree, building, or a character wearing loose fitting clothing (that catches fire and burns), and/or hair. Further the last bit, water balloons.. I was like omg! I’m not one for graphic violence ignoring the previous things, you could shoot characters for even more realism than medal of honor.. blood from puncture holes! and reduced clipping and no wasted animations because of less clipping and locking.. can’t wait for game experiences that will implement these features! like the next UT

    1. All this tech can be fairly easily implement into UE4 and with the new low monthly fees it wouldn’t surprise me that we see more indie games use some of this tech.

    2. A few years ago I was worried about the future of gaming regarding physics simulations, now I’m not since it is only a matter of time. Ok it might take a couple years but we will see this in games for sure! (5 to 10 years if u r foolish enough to ask me????)
      Dunno much about hardware and architecture of gpu-s but as long as we have developers this clever we have nothing to fear?

      1. Havok seems to do stuff over the GPU as well and since those in consoles are pretty good at this, we may indeed experience some breathtaking stuff. Will see.

        Still, it’s mind blowing why nVIDIA continues to develop this basically for nothing, ’cause only some small part gets in games and even then, it’s barely 1 or 2 applications.

        1. Yeah seems pretty isolated to me too, but in the meantime I like to fancy myself with the idea of some good guys just preparing us for some nvidia/pc exclusive AAA titles secretly????
          Too bad they are still hooked on 4k. I want ray tracing and physics like this! And a remake of all my favorite games and a ferrari????

  2. There is already Physx Software SDK that runs on any PC hardware regardless of cpu or gpu brand. It does everything Havok physics engine does and more. You get all effects short of the hardware accelerated ones that use CUDA on an nvidia GPU.

    Also this video you posted is a poor example as this Havok demo had been coded and optimized to use the PS4’s GPU compute units. How is that benefiting every platform or open?

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