New SIGGRAPH paper

Posted: May 15th, 2014 | Tags: , , | 7 Comments »

Just a quick note to say that the pre-print for our paper on particle physics for real-time applications is now available. Visit the project page for all the downloads, or check out the submission video below:

The paper contains almost all the practical knowledge and insight about position-based dynamics that I have gained over the last year, while developing FLEX. I hope it serves as a practical guide for implementers.

As noted in the paper, unified solvers are common in offline VFX, but are relatively rare in games. In fact, it was my experience at Rocksteady working on Batman: Arkham Asylum that helped inspire this work. The Batman universe has all these great characters with unique special powers, and I think a tool like this would have found many applications (e.g.: a Clayface boss fight). Particle based methods have their limitations, and traditional rigid-body physics engines will still be important, but I think frameworks like this can be a great addition to the toolbox.

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7 Comments on “New SIGGRAPH paper”

  1. 1 Anon said at 11:51 am on May 15th, 2014:

    Thank you, I have been waiting to read this.

  2. 2 Paweł Ochocki said at 7:54 pm on May 15th, 2014:

    Hi,

    outstanding work. Now, OpenCL/DC implementation? Possible, even?

  3. 3 Partículas unificadas para mejores gráficas | unocero said at 6:55 pm on May 19th, 2014:

    [...] Miles Macklin (blog) Página del proyecto Unified Particle Physics for Real-Time Applications (pdf) i-programmer [...]

  4. 4 Si said at 8:43 pm on May 19th, 2014:

    Great work Miles & co, very impressive. Any plans for PhysX integration?

    Thanks,
    Si

  5. 5 mmack said at 11:34 pm on May 19th, 2014:

    Hey Si, yep, likely it'll either be part of PhysX, or the Gameworks library. Will post you some details.

  6. 6 Anton said at 5:22 am on May 20th, 2014:

    Amazing work !

  7. 7 James Edwards said at 2:14 am on June 18th, 2014:

    Fantastic work! I believe providing a comprehensive physics implementation will allow unprecedented gameplay possibilities.

    I understand you i wished to release it initially as a standalone SDK. Will you still offer a separate package once it's integrated into Physx?


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