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New Fluid Simulation Algorithm Allows Realistic Water Physics

By - Source: PhysX Info | B 48 comments
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PhysX’s Position Based Fluids (PBF) technique may provide a way to efficiently simulate realistic water physics.

As games steadily approach new levels of photorealism, one of the few remaining "problem areas" has been providing a realistic simulation of water physics, which is still notoriously difficult to implement properly, and is compute / graphics intensive.

A new fluid simulation algorithm (FSA) from PhysX appears to have made a breakthrough with its Position Based Fluids (PBF) technique that is based on the same Position Based Dynamics (PBD) framework used for simulating cloth and deformables in the PhysX SDK.

According to PhysX Info, PBD uses an "iterative solver" that allows it to "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."

Further information on the technology is available in the following SIGGRAPH 2013 paper by Miles Macklin and Matthias Mueller-Fischer. The demonstration video (running on a single GTX 580) is available below.

Position Based Fluids Demonstration

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  • 37 Hide
    chicofehr , April 28, 2013 4:12 PM
    Nvidia makes water physics and AMD makes hair physics. Only problem is that the water physics requires an Nvidia card while the TressFX will work on any computer with DX11 Compute. I hope AMD counters with some water physics soon. I hate it when some features require you to buy a certain brand.
  • 15 Hide
    Memnarchon , April 28, 2013 3:09 PM
    Wow! This is trully stunning. I wonder when we will see it in games...
Other Comments
  • 15 Hide
    Memnarchon , April 28, 2013 3:09 PM
    Wow! This is trully stunning. I wonder when we will see it in games...
  • 0 Hide
    CaptainTom , April 28, 2013 3:10 PM
    Quote:
    Wow! This is trully stunning. I wonder when we will see it in games...


    I would say within 5 years depending on what they used to render that...
  • 0 Hide
    solomaniac85 , April 28, 2013 3:11 PM
    Looks amazing, I wonder when it will come to games. Hopfully in the next few years or even less considering how powerful gpus and cpus are.
  • 3 Hide
    Chairman Ray , April 28, 2013 3:13 PM
    woah, can't wait to see it in real games
  • 8 Hide
    unknown9122 , April 28, 2013 3:34 PM
    This + ray tracing = awesomeness.
  • -7 Hide
    eodeo , April 28, 2013 4:00 PM
    Looking good. I cant wait until they enable it in 3ds Max.
    With ps4 coming out soon, I'm sure we'll see it in games as fast.
  • 3 Hide
    JOSHSKORN , April 28, 2013 4:01 PM
    We'll see that in games when computers start being sold in store with graphics cards as good as (or better than) the GTX 580. Might be a couple years.
  • 37 Hide
    chicofehr , April 28, 2013 4:12 PM
    Nvidia makes water physics and AMD makes hair physics. Only problem is that the water physics requires an Nvidia card while the TressFX will work on any computer with DX11 Compute. I hope AMD counters with some water physics soon. I hate it when some features require you to buy a certain brand.
  • 0 Hide
    Shin-san , April 28, 2013 4:13 PM
    Quite excellent, though there's still the uncanny valley of the simulation
  • 0 Hide
    SirGCal , April 28, 2013 4:14 PM
    From the site that had this news a few weeks ago, the rendering card was a simple gtx 500 series... Peanuts compared to todays best. I'd love to see it go live in games but it has a way to go for full realism.
  • -2 Hide
    icraft , April 28, 2013 4:18 PM
    Wow. Since that can be run on 1 GTX 580 I expect the GTX 8xx series to do that. I want this so bad. :p 
  • 7 Hide
    eodeo , April 28, 2013 4:31 PM
    Quote:
    the rendering card was a simple gtx 500 series.


    Actually for compute, gtx 580 is faster than gtx 680.

    Quote:
    there's still the uncanny valley of the simulation


    There's no such thing for phenomenon simulation. It applies only to faces. Water simulation isnt and cant be creepy, human face simulation - can be.
  • 1 Hide
    sweatlaserxp , April 28, 2013 5:46 PM
    It's running on a GTX580, so I wouldn't expect to see anything like that in PC games for years, never mind on the new consoles LOL
  • 0 Hide
    DarkSable , April 28, 2013 5:52 PM
    If this means that we don't have a game as wonderful as crysis 3 with a waterline that's completely flat, I'll be happy.
  • 0 Hide
    Au_equus , April 28, 2013 5:57 PM
    wonder what effect it will have on fps or spf, if any
  • 0 Hide
    lp231 , April 28, 2013 6:14 PM
    Looks cool, but it will be some time when it will look like the real thing. The demo doesn't look that realistic because there is no way water will create a perfect wave every time it's being pushed like show from 0:16-0:25. Anyone have with a clear container like a fish tank can try that out and see if it does the same thing as that demo.
  • 1 Hide
    cRACKmONKEY421 , April 28, 2013 6:16 PM
    That looks amazing.
  • 1 Hide
    cRACKmONKEY421 , April 28, 2013 6:22 PM
    Now if they can just make the particle size really small and include cohesion it would look perfect to me.
  • 0 Hide
    Au_equus , April 28, 2013 6:45 PM
    wonder what effect it will have on fps or spf, if any
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