New Fluid Simulation Algorithm Allows Realistic Water Physics

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apparently they are publishing the algorithm ( in concept form), so if AMD isn't working on this already they can still share the method?
 
This looks really good. I want to see demos of stuff like raindrops, water balloons, and streams of water coming out of a hose or faucet though. Stuff we can relate to in real life.
 
That's awesome, looks much more realistic than any other simulation. But then again, the particles are so large, and it still requires a GTX 580. If you decrease particles to half the size, that would more than double the count and it would look even better. What if you decrease particles to the size of actual water molecules? Would that make real water? What kind of graphics power would you need for that? This is just for an aquarium, but what if you wanted to then render a lake, a waterfall, an ocean??? Yeah, still a LONG way to go, but real water just that amazing!
 
I dont know if you guys realize this but that is jsut the tip of the Iceberg. Physx could be doing far more, but for now we dont have anyone really working on it.
I am also sad that physx is not present in AMD, even thou TressFX is. But lucky for AM, their GPUS sell quite well, so np there.
 
Since the algorithms are more important than implementation.
Given the formulas for calculation you can just implement this physics in OpenCL.
 
starting to think maybe AMD should go back to creating their own physx equivilant hardware/software again. few years back they had talked about it but then dropped the idea. Nvida looks to be widening the gap further soon. then gain maybe AMD can license physx assuming nvida doesnt charge them an ammount that makes it impossible for them to compete price wise.
 


aint happening bro. physx itself isnt widely used. what makes amd want to go into that branch?
 


I think you're a little off on your timing. This will be in games within 6 months, and it wasn't rendered, it's real-time.
This has been a reality in 3d vfx for at least a year now.
 

AMD were offered and they turned down the chance to license PhysX because they felt that the people who used their cards neither needed or wanted PhysX, so I can't see that happening.


Oh they wanted to but couldn't afford the cost which is why they haven't done much over the years even though ATi was the first to suggest using the GPU for physic calculations.
 

WTH? Do you even know what in TI rendering means? Rendering is the process of generating an image that look three-dimensional using shading, color,... So those images were rendered. Every single game you play it's images are rendered. You're confusing pre-rendering with real-time rendering.

Also this kind of physics simulation won't be available in games anytime soon, let alone 6 months. I even have doubts that in 5 years time we'll have it available in games. This will be used primarily in movies.
 
This is super slick but in my experience water effects are already much better than surrounding graphics to the point of, if water gets better, it would stand out even more and be more distracting. It's a stupid comment but I've noticed that in a few games and couldn't help but iwsh that the rest of game looked as good as the water.
 
Incredible step forward in real-time water simulation. However, the fluid still behaves like it's too viscous (thick). Still, it's more progress in water simulation than I've seen in over a decade (BTW, thanks for that, ass-bag consoles). I look forward to seeing it in the next Crytek engine.
 
Looks much better than what we currently have, but needs a little more surface tension I think. It looks too much like just a bunch of particles. Water doesn't behave like sand, it has surface tension.
 
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