NVIDIA’s Tech: Impossible Water Simulation!
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#nvidia
“Thank the papers” 🙏
I’m gonna touch you mister 😍
“But oh no! in that case the boat wakes are completely off. Hm… no one technique can perform both correctly.”
What a time to be alive!
YES!
what a time to be alive
Playing minecraft with this water physics would be hella fucking cool
💀
something wrong? @@KindOfWitch
Playing minecraft can be cool?
@@panzerofthelake4460 dunno, is there?
@@PREDATEURLT yes!
That’s insane. I love combining two things and getting a third way better thing!
… Depends on if we’re able to ocntrol the viscosity also.
What a time to be alive!!
I always wonder. Is the paper detailed enough to recreate this demo? Or is it really vague with a nice video attached to it?
Leaving a comment so I see if someone replies to this! Curious as well! I feel like, even if you understand the maths, coding up a simulation that uses them correctly must still be a task of its own.
after a quick glance i think this paper went pretty in depth on the processes and algorithms used to make it work, and they even managed to render it at 40fps on a 2080 mobile GPU, which is crazy imo. definitely worth a full read!
Would be great if they open sourced it if they are willing to share the papers on how they did it,
A working example means others can implement it into their own projects, even if they don’t entirely understand the technical ‘how’ it works part
One of the main purposes of publishing papers is the reproductions by other to challenge or enhance your findings.
@@teekanne15 For nVidia is just a matter of looking good for investors, as in: “last year we published 17 industry leading papers in the fields of computer graphics and simulation”
Simulated water always seem like it has no surface tension, too high fluidity
I assume most experiments shown are on a larger scale, where surface tension is almost negligible
I was thinking the same thing.
More like ethanol than water.
you have to build the rules up before you get to something close to reality.
it depends on the simulation settings and engine. for example I’ve only used blender mantaflow, blender flipped fluids addon, and houdini flip solver. all of them have their own settings for all of those, houdini’s flip being the best looking/fastest I’ve tried so far, which could be because faster = more time to play with settings
Well to be honest, if the ground is not sealed it can soak up some water, so disappearing water actually looks more realistic in some circumstances.
it depends on what you want in your scene but overall it’s not a good thing. If you really wanted that, you do have features like particle lifetime to have the particles disappear when you actually want it to
Man, if I’d get to see that in the next 5 years in any AAA game with a beach and boats… I’d be out words!
James Cameron just woke up in a cold sweat
😂😂😂
What a time to be a paper!
If they manage to optimize this to run real-time on consumer grade hardware, I can foresee an era of new simulation based games that will inspire the next generation of engineers, designers, and scholars alike!
it’s so great. If it’s really done in real time, this will be great for games
Navier thought I’d see it happen. Stokes my interest in future papers!
That’s a good one. 🙂
Haven’t studied this in decades….
But, I have recently become familiar with clusters of NVDA chips!
Great video presentation,including a lot of detail I didn’t expect to get.
😃
aRE YOU KIDDING ME THIS IS SICK
bringing complex blender animations like realistic water physics over to video game engines in real time would create an entire new era of video games.
2.5D fluid simulations with height maps already work in realtime. There are plug-ins for both unreal and unity making that possible. And there’s a Blender 2.5D fluid Sim that’s entirely made with geometry nodes. I can imagine one or the other game dev is already experimenting with this. Although full 3D simulations are a whole different beast. Exiting times =)
I love how the algo were not just layered but merged… thanks. It may seem simple to some, but there is a lot of optimization that would come from abstractions over more and more detail in the end.
With this technology I would start filling all of my NPCs with real liquid so that when they squish or puncture, the resulting splashes would be numerically perfect simulations of theoretical fluid dynamics.