Realtime fracture demo using GRB
Here’s the sequel to the previous fracture video I posted some time ago:
http://www.youtube.com/watch?v=ATU6IGCMpUA&feature=youtu.be
It’s using “GRB”, which is basically the GPU-version of PhysX.
Realtime fracture demo using GRB
Here’s the sequel to the previous fracture video I posted some time ago:
http://www.youtube.com/watch?v=ATU6IGCMpUA&feature=youtu.be
It’s using “GRB”, which is basically the GPU-version of PhysX.
March 27th, 2013 at 12:08 pm
GRB = GPU version of PhysX ? I though that means GPU accelerated Rigid Body solver, quite different from CPU one.
Are you the one, Pierre, who was “amazed” how people don’t understand a difference between PhysX as physics engine and PhysX as GPU exclusive effects in games ? And now - you create more confusion.
March 28th, 2013 at 12:48 am
Regardless of what the GRB acronym stands for, it does use the same API as PhysX, and some of the underlying algorithms have been ported straight from the CPU version.
So, that’s what I mean.
The regular PhysX libraries don’t run rigid bodies on the GPU (at all), so I’m not sure what confusion there can be here?
I mean, I do agree the PhysX message is confusing, but this part should be relatively straightforward.
March 28th, 2013 at 1:46 am
“I’m not sure what confusion there can be here?”
Something like this “what do you mean by GPU version of PhysX? isn’t PhysX GPU accelerated?” (from your Twitter).
Also, it may give an impression, that GRB is fully functional version of PhysX SDK rigid body pipeline, just running on the GPU (with joints, vehicles and stuff). Last time I checked, GRBs were quite limited in terms of features.
All this combined adds to “PhysX confusion pool”, which is quite big engough. Varied from “How can Xbox 360 use PhysX engine, it is NVIDIA exclusive!” to “I have an NV card, why can’t I run PhysX on GPU in Mass Effect? (Dishonored, Bulletstorm, etc)”
That’s just a humble note
March 28th, 2013 at 4:16 am
Well it’s time to clear up the confusion. Can’t get worse than what it is now.
March 30th, 2013 at 3:33 am
Wow Pierre, that looks great! Especially the heavy, fluid-like smoke adds a nice touch. Breakage patterns look good too. Is this prefractured or broken up interactively?
March 30th, 2013 at 1:40 pm
Nothing is prefractured, it’s all done on-the-fly.
April 25th, 2013 at 12:26 pm
This is really nice. I’m starting to study physics in games and I know I can learn a lot studying what you do. Thanks