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[新闻] PS5 XBOX1080才能普及的即时演算水动态流体效果

256000个流体粒子,20000个扩散粒子,GTX680 每秒跑15帧
[flash=1280,720]http://player.youku.com/player.php/sid/XNTQ4NzE3Njcy/v.swf[/flash]

[flash=1280,720]http://player.youku.com/player.php/sid/XNTQ4NzM1OTgw/v.swf[/flash]

PhysXInfo.com has posted an interesting new tech demo showing liquid simulation in PhysX via Postion Based Dynamics, the same framework PhysX uses for cloth and object deformation.

According to the accompanying description: “Because PBD uses an iterative solver, it can maintain incompressibility more efficiently than traditional SPH [Smoothed Particle Hydrodynamics] fluid solvers.

“It also has an artificial pressure term which improves particle distribution and creates nice surface tension-like effects. Finally, vorticity confinement is used to allow the user to inject energy back to the fluid.”

There are one or two quirks: for our money, the liquid sometimes looks too viscous to be water (presumably, the surface tension-like effects are slightly too strong), and the spray above the liquid surface too diffuse – but if you focus on the overall motion, the result is some pretty convincing real-time water.

Coming soon to Autodesk software near you?
The second half of the demo uses the set-up from Nvidia’s GDC 2013 demo, which also shows real-time fracturing and PhysX’s improved SPH solver.

PhysXInfo.com notes that it expects the technology to be included in future versions of the PhysX SDK – and by extension, software packages that support PhysX, including 3ds Max, Maya and Softimage.

由名为Miles Macklin率领的国外图形技术团队在SIGGRAPH 2013大会上展示了他们的最新力作——基于位置的流体技术(Position Based Fluids)。
该技术的核心依旧凭借的是NIVIDIA PhyX,技术团队将“水”分解为成千上万个小球,并使用光滑粒子流体动力学(SPH)原理对每个小球的碰撞、溅射以及运动位置进行实时运算,所有的位置运算结果合并后将展现出“水”的真实动态效果。其中包括“水”的流动、反弹以及碰撞所产生的泡沫和雾气。


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引用:
原帖由 雕狸狮狒 于 2013-4-27 23:19 发表
LZ是在暗示PS5 XBOX1080会用N卡么~~~
汝想多了



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