NVIDIA said:Core Idea
Everything is a set of particles connected by constraints
https://vimeo.com/94622661
60fps higher quality source: http://mmacklin.com/uppfrta.mp4
Blog post: http://blog.mmacklin.com/2014/05/15/new-siggraph-paper/
Tech paper preprint: http://mmacklin.com/uppfrta_preprint.pdf
EDIT: Slides are up: http://mmacklin.com/flex_siggraph_slides.pdf
Unified Particle Physics for Real-Time Applications - SIGGRAPH 2014
Miles Macklin, Matthias Müller, Nuttapong Chentanez, Tae-Yong Kim
(to appear SIGGRAPH 2014)
Abstract
We present a unified dynamics framework for real-time visual effects. Using particles connected by constraints as our fundamental building block allows us to treat contact and collisions in a unified manner, and we show how this representation is flexible enough to model gases, liquids, deformable solids, rigid bodies and clothing with two-way interactions. We address some common problems with traditional particle based methods and describe a parallel constraint solver based on position based dynamics that is efficient enough for real-time applications.
Some performance info:
NVIDIA said:We have implemented our solver in CUDA and timings for various scenes were measured on an NVIDIA GTX680 GPU (Table 1). These times do not include rendering, however all our results were captured in real-time apart from the Rayleigh-Taylor scene which consists of 300k particles and simulates in around 150ms per frame.
NVIDIA said: