Physics Forests - A New Real-time Fluid Solver - Download demo NOW!

The technology development is in a very early stage and so far we just tried to figure out the right setting, such that the simulation looks reasonable, can handle interactions (so far rigid bodies, but in principle the method can be similarly combined with other kinds of objects) and can generate surface. I’m aware that the technology is not practically useful yet as it is, but there is a large space for improvement not only by raw optimization of the GPU code, but also by simulating a different level of details depending on the distance from the camera (either using height map, wave equations for ocean, varying sized particles, …) . All these tricks would cause stability problems in our methods, but our regressor would be just fine with that. Basically, it should be possible to run arbitrary large scene with only 1M predictions per frame. But all the tweaking and optimization will take some time.

The main reason we advertised our method was to get some feed-back from the people from the field, and potentially get some assets/designed scenes to tune all these LOD hacks (so far that doesn’t seem that easy). It might be too early for our method even after we do all the things we plan, but I just case how this would be the case in 5 years.