Interesting. I have 64GB of RAM and yet this page managed to kill the tab entirely.
Simulating fluids, fire, and smoke in real-time
81–90 of 174 posts
Re: Simulating fluids, fire, and smoke in real-time
#82Earlier quoted context omitted.
> Guess the requirements in computer graphics are more inclined towards making something that looks right instead of getting the physics right. The first rule of real-time computer graphics has essentially always been "Cheat as much as you can get away with (and usually, even if you can't)." Also, it doesn't even have to look right , it just has to look cool! =)
“Everything is smoke and mirrors in computer graphics - especially the smoke and mirrors!”
Re: Simulating fluids, fire, and smoke in real-time
#83Re: Simulating fluids, fire, and smoke in real-time
#84Earlier quoted context omitted.
I’m pretty sure CPUs destroy GPUs at sequential programming and most programs are written in a sequential style. Not sure where the 90/10 claim comes from but there’s plenty of cloud servers with no GPU installed whatsoever and 0 servers without a CPU.
Yup, and until we get a truly general purpose compute GPU that can handle both styles of instruction with automated multi-threading and state management, this will continue. What I've seen shows me that nVidia is working very hard to eliminate this gap though. General purpose computing on the GPU has never been easier, and it gets better every year. In my opinion, it's only a matter of time before we can run anything…
Re: Simulating fluids, fire, and smoke in real-time
#85Earlier quoted context omitted.
“Everything is smoke and mirrors in computer graphics - especially the smoke and mirrors!”
This was the big realization for me when I got into graphics - everything on the screen is a lie, and the gestalt is an even bigger lie. It feels similar to how I would imagine it feels to be a well-informed illusionist - the fun isn’t spoiled for me when seeing how the sausage is made - I just appreciate it on more levels.
And, yes, I've gone way too far down this road in the past.
Re: Simulating fluids, fire, and smoke in real-time
#86it blows my mind that cfd is a thing we can do in real time on a pc
Re: Simulating fluids, fire, and smoke in real-time
#87Earlier quoted context omitted.
This was the big realization for me when I got into graphics - everything on the screen is a lie, and the gestalt is an even bigger lie. It feels similar to how I would imagine it feels to be a well-informed illusionist - the fun isn’t spoiled for me when seeing how the sausage is made - I just appreciate it on more levels.
At some point every render-engine builder goes through the exercise of imagining purely physically-modeled photonic simulation. How soon one gives up on this computationally intractable task with limited marginal return on investment is a signifier of wisdom/exhaustion. And, yes, I've gone way too far down this road in the past.
Re: Simulating fluids, fire, and smoke in real-time
#88Earlier quoted context omitted.
> Guess the requirements in computer graphics are more inclined towards making something that looks right instead of getting the physics right. The first rule of real-time computer graphics has essentially always been "Cheat as much as you can get away with (and usually, even if you can't)." Also, it doesn't even have to look right , it just has to look cool! =)
Why not cheat? I'm not looking for realism in games, I'm looking for escapism and to have fun.
Re: Simulating fluids, fire, and smoke in real-time
#89Earlier quoted context omitted.
> Something I’ve never understood, if these effects are to run in a game, isn’t the GPU already busy? Short answer: No, it's not "already busy". GPU's are so powerful now that you can do physics, fancy render passes, fluid sims, "Game AI" unit pathing, and more, at 100+ FPS. Long answer: You have a "frame budget" which is the amount of time between rendering the super fast "slide show" of frames at 60+ FPS. This give…
In theory it's perfectly possible to do all you describe in 8ms (i.e. VR render times). In reality we're 1. still far from properly utilizing modern graphics APIs as is. Some of the largest studios are close but knowledge is tight lipped in the industry. 2. even when those top studios can/do, they choose to focus more of the budget on higher render resolution over adding more logic or simulation. Makes for superficia…
Re: Simulating fluids, fire, and smoke in real-time
#90Earlier quoted context omitted.
At some point every render-engine builder goes through the exercise of imagining purely physically-modeled photonic simulation. How soon one gives up on this computationally intractable task with limited marginal return on investment is a signifier of wisdom/exhaustion. And, yes, I've gone way too far down this road in the past.
Not being a graphics person, is this what hardware ray tracing is, or is that something different?