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Last Updated:
10
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16
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2008
Game Physics: Tools and Documentations from NVIDIA
Fashions may come and go, but horsepower never goes out of style. The listings below
cover some of NVIDIA's work on optimal performance tools, data amplication,
and other techniques and techologies aimed at delivering the highest possible
graphics and computing performance for developers.
Documentation |
Tools
- From NVISION08:
- SIGGRAPH 2008 Course: Real Time Physics
- The slides linked here are from the introductory section of the
complete Siggraph 2008
Class organized by Matthias Müller-Fischer of NVIDIA.
Additional speakers included Doug James of Cornell University, Jos
Stam of Autodesk, & Nils Thuerey of ETH Zurich. See Learn More below for further details.
- Samples from NVIDIA Graphics SDK 10.5:
- Smoke (Video)
- This demo shows how to simulate and render real-time three
dimensional smoke and Fire. Both simulation and rendering are
made easier using DirectX 10's new render to 3D texture
functionality. The Smoke and Fire also correctly interact with
moving objects in thier path and composite seamlessly into the
scene.
- Deformable Bodies (Whitepaper)
- This sample shows a full physical simulation of non-rigid
deformable bodies on the GPU. Simulation, collision detection
and response, and rendering are all done on the GPU.
- Rain (Whitepaper)
- This sample shows how to animate and render rain as a particle
system entirely on the GPU. Stream out is used to animate the
rain particles over time, and the geometry shader is used to
extrude rain particles into quads at render time. Rain
particles are realistically rendered using precomputed textures
(indexed by light direction and viewing direction) which are
stored in a texture array.
- Cloth Simulation ( Whitepaper)
- This sample demonstrates how to simulate cloth on the GPU using
DirectX 10. The cloth vertex positions are computed in several
rendering passes by looping through the vertex and geometry
shader stages using the stream output stage to stream the
positions out of the geometry stage.
- Samples from NVIDIA Graphics SDK 9.52:
- GPGPU Fluid ( Whitepaper)
- This code sample demonstrates fast, realistic fluid dynamics
simulation on the GPU. The sample solves the Navier-Stokes
equations for incompressible fluid flow using a technique
originally presented at SIGGRAPH 1999 by Jos Stam. The sample
allows the user to draw arbitrary obstacles and flow viscous or
inviscid fluid around them.
- Vertex Texture Fetch Water (Whitepaper)
- This sample demonstrates a technique for simulating and
rendering water. The water is simulated via Verlet integration
of the 2D wave equation using a pixel shader. The simulation
result is used by a vertex shader via vertex texture fetch
(VTF). The water surface is rendered by combining screen-space
refraction and reflection textures.
- Water Interaction (Whitepaper)
- Render-to-texture is used to drive a procedural simulation of
water. The water is rendered with a technique similar to
environment mapped bump mapping (EMBM), but an enhancement
allows the EMBM rotation matrix to vary per-vertex and fade the
bumps out as distance to the viewer increases. This sample
requires vertex and pixel shaders 1.1.
- SLI Best Practices (Whitepaper)
- This code sample demonstrates the proper way to detect
SLI-configured systems, as well as how to achieve maximum
performance benefit from SLI.
- GPU Particles (Whitepaper by Lutz Latta)
- This sample implements a large-scale particle system entirely
on the GPU. The positions and velocities of each particle are
stored in floating point textures. Fragment programs are used
to update the velocities and positions of the particles by
rendering to texture each time step. The particles also collide
against a sphere object, and a terrain heightfield which is
stored in a texture. If available, the multiple draw buffers
extension (MRT) is used to update the position and velocities
in a single pass. The particles are rendered as point sprites.
The position texture is converted into a vertex array for
rendering the particles using the vertex buffer and pixel
buffer object extensions (VBO and PBO). On the GeForce 6800,
this method can render a million particles at about 20 frames
per second. This example is inspired by Lutz Latta's talk from
GDC 2004, "Building a
Million Particle System".
- Cloth Simulation with GLSL
- This example demonstrates a simple cloth simulation that
executes entirely on the GPU using fragment programs and
floating point buffers.
- Blood Shader ( Whitepaper)
- This entry presents a method by which to animate a viscous
fluid across an arbitrary surface. Utilizing PS 2.0 and HLSL we
are able to animate a fluid entirely on the GPU as it is
affected by gravity and surface details.
- Practical Perf. Analysis
- An overview of the graphics tuning process (with video).
- GPU Gems online:
- Chapter 38.
Fast Fluid Dynamics Simulation of the GPU
- Chapter 42.
Deformers
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