Posted: November 13th, 2013 | Tags: , , , | 3 Comments »

FLEX is the name of the new GPU physics solver I have been working on at NVIDIA. It was announced at the Montreal editor's day a few weeks ago, and today we have released some more information in the form of a video trailer and a Q&A with the PhysX fan site.

The solver builds on my Position Based Fluids work, but adds many new features such as granular materials, clothing, pressure constraints, lift + drag model, rigid bodies with plastic deformation, and more. Check out the video below and see the article for more details on what FLEX can do.

Full Video (130mb): http://mmacklin.com/flex_demo_reel.mp4
Full Article: http://physxinfo.com


3 Comments on “FLEX”

  1. 1 Jubei said at 9:47 am on November 14th, 2013:

    Excellent work!

  2. 2 Vithren said at 6:01 pm on November 23rd, 2013:

    Cool to hear that it's going on DC, not only on CUDA. Looks absolutely promising and I would love to use it, as a player and as a aspiring developer.

  3. 3 Andrew Alvarez said at 7:02 pm on March 27th, 2014:

    Hey, FleX looks awesome! I'm actually currently implementing a particle-based GPU physics simulator for one of my classes. I have particles and rigid bodies and am about to start on fluid, but I want to get my rigid resolution resolution to be better before I move on. I would love to pick your brain about some of the techniques you used to get such nice results.

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