go back

Nvidia Realtime Water Demo with PhysX

in Tutorials / Features / Industry / News

|
(11497 Views) | 4 Comments
| Comments 4
Date Added: 26th April 2013
Keywords:
nvidia, physx  
 
Related News

Behind the Scenes of Kevin Margo's CONSTRUCT Part 2

ChaosGroup revisit Kevin Margo's Construct, to see how GPU rendering advancements combine with cloud rendering.

Go to galleries 1
Comments 0 Views 3456

V-Ray RT with nVidia VCA

This video shows V-Ray RT GPU for 3ds Max, Maya and V-Ray Cloud using one VCA box as a render server.

Go to galleries 1
Comments 0 Views 2926

Wes Louie - Make Your Mark

Wes Louie is one of 10 extraordinary creatives taking part in NVIDIA's Make Your Mark project.

Go to galleries 1
Comments 0 Views 3315

Introducing The GeForce GTX 680

Nvidia have released a trailer to introduce their next generation graphics card, the GeForce GTX 680.

Go to galleries 1
Comments 0 Views 3695
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-3DT (Forums) on Fri, 26 April 2013 5:55pm
Impressive
Munkybutt's Avatar
Rocneasta-3DT (Forums) on Fri, 26 April 2013 5:55pm
Impressive
Add Your Comment