• Mind-Blowingly Perfect Water Simulation Is Now A Reality
    125 replies, posted
Not sure if posted yet, but if it has, sorry [video=youtube;6WZZARzpckw]http://www.youtube.com/watch?v=6WZZARzpckw[/video] [QUOTE][I]Position Based Fluids is a way of simulating liquids using Position Based Dynamics (PBD), the same framework that is utilized for cloth and deformables simulation in PhysX SDK.[/I] [I]Because PBD uses an iterative solver, it can maintain incompressibility more efficiently than traditional SPH fluid solvers. It also has an artificial pressure term which improves particle distribution and creates nice surface tension-like effects (note the filaments in the splashes). Finally, vorticity confinement is used to allow the user to inject energy back to the fluid. According to PhysXInfo, it is running in real-time on a single GTX 580, which makes the whole thing even more impressive.[/I] [/QUOTE]
Awesome, but probably too taxing to put into any sort of game. That is just a tech demo confined in a tiny space.
[QUOTE=BenJammin';40411776]Awesome, but probably too taxing to put into any sort of game. That is just a tech demo confined in a tiny space.[/QUOTE] Maybe right now, but I feel like in 3-5 years this will be pretty doable.
This is actually pretty incredible.
why didn't we think of balls before :v:
[QUOTE=wanksta11;40411863]why didn't we think of balls before :v:[/QUOTE] Because we have? that's how most fluid simulations have been done for ages, AFAIK.
I wonder if they can use this to make realistic blood pooling and splatter. And then use it to make unrealistic blood pooling and splatter (Kill Bill style)
holy god damn shit
This is real time? Holy shit.
It looks like those low budget disaster movies where they flood scale models of cities and slow down the footage.
Can someone make a replica model of a city and create a tsunami with this coolness? [B]Edited:[/B] Oh god the ninja and I have the same mindset.
Watch as this gets implemented in no game titles within the next half-decade as anything beyond novelty set pieces. I'm also gonna talk out of my pessimistic arse and guess that it doesn't scale well; I'd wager doubling the water volume would force it to run at a quarter of that speed.
[QUOTE=Im Crimson;40412071]Watch as this gets implemented in no game titles within the next half-decade as anything beyond novelty set pieces.[/QUOTE] It isn't exactly a useful feature to have. How many games would have benefited from this apart from Bioshock?
[QUOTE=Scot;40412096]It isn't exactly a useful feature to have. How many games would have benefited from this apart from Bioshock?[/QUOTE] Pretty much any and all games themed around water? :v:
the part where the glass is breaking and water is flowing out makes me so excited for the environment destruction that future games will be able to have
[QUOTE=Scot;40412096]It isn't exactly a useful feature to have. How many games would have benefited from this apart from Bioshock?[/quote] any game that takes place near water literally any game
give it a little while and shit like this will be common-place in videogames this sim was run on a gtx 580, i'm sure top of the line hardware will be able to run this in large quantities in a few years [editline]24th April 2013[/editline] also dat mirror's edge music
[QUOTE=milkandcooki;40412122]any game that takes place near water literally any game[/QUOTE] There isn't really much point using this for anything but cinematics/destruction.
realistic water physics would be a massive boost for immersion
[QUOTE=Im Crimson;40412071]Watch as this gets implemented in no game titles within the next half-decade as anything beyond novelty set pieces. I'm also gonna talk out of my pessimistic arse and guess that it doesn't scale well; I'd wager doubling the water volume would force it to run at a quarter of that speed.[/QUOTE] Watch as no one cares when it does get implemented into a game title as its physx only.
This would be really cool for one of those games where you try to lose as little liquid as possible by somehow getting the water to flow from one point in the level to the other. Kind of like the Mercury games.
Surgeon Simulator 2 would be fucking horrifying.
[QUOTE=Scot;40412096]It isn't exactly a useful feature to have. How many games would have benefited from this apart from Bioshock?[/QUOTE] Pretty sure the reason you'd think it wouldn't be very useful is because hardly any games to date have needed it, specifically because they were designed with the fact that this wasn't/isn't yet feasible in mind. Just like any asset, I'm sure they'd find some sort of use for it if they had it
[QUOTE=Scot;40412096]It isn't exactly a useful feature to have. How many games would have benefited from this apart from Bioshock?[/QUOTE] sandbox games in general, for one sims superpower type games, dishonored/bioshock can count under this you can get some really good gameplay mechanics out of fluids, that potential just hasn't been technologically reached
My GPU is burning up just watching that.
Why can't I ever download demos like this? I love physics demos, but all the good ones are never released.
How would this work with a moving player? Does it move with the player or would it only work on the static environment? Because that could be a bit disheartening.
Oh my god, FINALLY. That has always been my one major gripe with graphics in games ins the shitty ass water. I just hate walking in water to see, like, some blurry white sprite around where i stepped and maybe a shitty sprite-splash effect. Eugh. I mean, shit, like everyone else is saying this obviously isn't commercializable yet, but it's a step in the right direction. Within the next couple years they could either minimize it so it's not so intensive and not quite as pretty, or in a longer amount of time optimize this. As long as it's not the shit we've had forever. Pretty fuckin awesome.
[QUOTE=AkujiTheSniper;40412317]How would this work with a moving player? Does it move with the player or would it only work on the static environment? Because that could be a bit disheartening.[/QUOTE] It moved with the glass, I don't see how it would be an issue with moving objects.
[QUOTE=AkujiTheSniper;40412317]How would this work with a moving player? Does it move with the player or would it only work on the static environment? Because that could be a bit disheartening.[/QUOTE] Since physical objects interact with it in the aquarium demo, I'd assume a player would be fine. They'd just need a physical representation in the world.
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