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BTW this simulation/rendering engine is called BlazeFX. It's written in DirectX12. The plan is to add support for Vulkan also at some point.
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Burning fire/smoke simulation. More advanced GUI. Light scattering, that is light from the flames is cast into the smoke and lights it up.pic.twitter.com/Vgeym5emPU
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Very early GUI, can do multi-view simulation and rendering.pic.twitter.com/6a7vlRHr87
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Explosion with 1000 moving voxelized sphere sources. Simple smoke simulation.pic.twitter.com/Av9e99OHJE
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Despite the silence a lot of progress has been made. Now separate engine with API and application with GUI. I'll post a couple of results.
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Dug into volumetric summed area tables (SAT) The difficult part is that the SAT is done in a single pass. Two times faster on a 3090 and 3 times faster on a 6900 compared to usual three pass Here I'm using the SAT for fast box filtering with a 20^3 kernel of a 512^3 volumepic.twitter.com/fRwbD7xdAA
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New algorithm for fast hi-res directional sharp shadows for delicate shading. Polygon model producing smooth smoke with sub-voxel precision. 512^3 / 4K
#BlazeVFX#realtimeVFX#fluidsimulationpic.twitter.com/BNUN8fWJREThanks. Twitter will use this info to make your timeline better. UndoUndo -
Engine now fully implemented with DX12 (was before DX11). Rendering and voxelizing ~20% faster. Sill a long to do list, in random order GUI, SAT based lighting, combine with polygon raytracing, ... Ideas welcome.
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Just installed a 6900XT. It's twice as fast as a 3090 for computing double precision fractals (see link my very first post) That's the best thing I can say about it for the moment
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Firey realtime voxelized skinned backflip. 60Hz/ 400^3 / 4K.
#BlazeFX#realtimeVFX#fluidsimulationpic.twitter.com/GjsZN3jnNpThanks. Twitter will use this info to make your timeline better. UndoUndo -
Getting somewhere with my realtime skinned mesh voxelizer at 512^3 / 4K. Now this needs to generate some smoke or fire.
#BlazeFX#realtimeVFXpic.twitter.com/m5WSVVRLshThanks. Twitter will use this info to make your timeline better. UndoUndo -
Realtime voxelizer, less than 1 ms for 125 Mvoxels / 512^3 and 3.5 million triangle object. Rendering at 180 FPS / 4K. Rotation is by re-voxelizing the rotated object.
#BlazeFX#realtimeVFXpic.twitter.com/blN00BZmiIThanks. Twitter will use this info to make your timeline better. UndoUndo -
Raytraced reflections, 30 FPS, 800x448x448, 4K
#BlazeFX#realtimeVFXpic.twitter.com/IBOgsI9e3GThanks. Twitter will use this info to make your timeline better. UndoUndo -
A quarter billion voxels simulated in real-time 20 FPS and rendered at 4K: 1024x512x512
#BlazeFX#realtimeVFXpic.twitter.com/9SOUbhWl1aThanks. Twitter will use this info to make your timeline better. UndoUndo -
Tested on a 3090 exactly twice faster as a 2070. At least ample 24 GB memory for large simulations. Now Microsoft or Nvidia go and fix that 2GB resource limitation, 2GB is not enough!
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New transfer function implementation, can deal with sharp gradients without artifacts.
#BlazeFX#realtimeVFXpic.twitter.com/xXe7e19ATrThanks. Twitter will use this info to make your timeline better. UndoUndo -
Single pass, second order accurate advection, yes! Faster and resulting in massive memory savings, as needing only 2 volume copies instead of 3. Next is 75 FPS, for 300^3 on a 1080Ti.
#BlazeFX#realtimeVFXpic.twitter.com/46zVyfaaaqThanks. Twitter will use this info to make your timeline better. UndoUndo -
Added fuel combustion simulation/rendering. Running at 100 FPS for 600x150x150.
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Added moving light source and projected ground shadow. Blazing at 60 FPS on a RTX2070, 300^3 voxels
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Experimenting with force fields. Provisional engine name
#BlazeFX for#realtimeVFXpic.twitter.com/7uPByhNzJgThanks. Twitter will use this info to make your timeline better. UndoUndo
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