New SIGGRAPH paper

Posted: May 15th, 2014 | Tags: , , | 8 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 most of the practical knowledge and insight about Position-Based Dynamics that I gained while developing Flex. In addition, it introduces a few new features such as implicit friction and smoke simulation.

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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FLEX

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

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