go back

Nvidia Realtime Water Demo with PhysX

in Tutorials / Features / Industry / News

|
(10199 Views) | 3 Comments
| Comments 3
Date Added: 26th April 2013
Keywords:
nvidia, physx  

 


Nvidia has posted two new impressive PhysX water tech demos running in real-time.


View Demo here

 
Related News

NVIDIA Hairworks

NVIDIA demonstrates its Hairworks technology, that enables the creation of complex realtime fur and hair.

Go to galleries 1
Comments 0 Views 2220

NVIDIA Iray VCA

NVIDIA transforms product design with Iray VCA, replacing physical prototypes with interactive, photorealistic digital models.

Go to galleries 1
Comments 0 Views 99

NVIDIA Launches GeForce GTX 560

NVIDIA have launched the GeForce GTX 560, a powerful new member of their DirectX 11 native GPUs.

Go to galleries 1
Comments 0 Views 146

GeForce GTX 590

Tech ARP have the scoop on the upcoming GeForce GTX 590. See the specs of NVIDIA's mammoth.

Go to galleries 1
Comments 0 Views 2
Readers Comments (Newest on Top)
avatar
Cesar Leon on Sun, 28 April 2013 1:53am
fluid simulation is not the only use of the techniques they are showing, they already showed some other demos of soft and rigid physics simulation using similar approach, so this technique cover much more than just fluid simulation, and yes those demos are all amazing.
Munkybutt's Avatar
LostSoul (Forums) on Fri, 26 April 2013 8:20pm
As awesome as it is, I can't help but thinking there's a better use for the tech as far as actual games are concerned. For starters, try to imagining simulating enough of those seed-particles for something on the scale of Skyrim. *boggle* That's a long ways off still. At least as far as actual volumes of liquids are concerned. Special effects based on fluid dynamics (fire for example) would probably be ... incredible.But...I could see this type of tech being [I][B]far[/B][/I] more impressive were it re-purposed for a feature that games and real-time simulations have never been capable of doing. Fully-dynamic outfits via physics-enabled objects using a derivative of this technique. We're talking full-body cloth-sims. I mean, realistically speaking, the two problems are very virtually identical. Surface tensions in liquids equates to tensile strength in fabrics.Taking that yet another step forward though...a character's "skin" could actually be "modeled" in the same fashion around an actual skeleton, complete with muscles. Hehehe...characters with actual *volume* to their bodies...not just a hollow shell.
Munkybutt's Avatar
Rocneasta (Forums) on Fri, 26 April 2013 5:55pm
Impressive
Add Your Comment