GDC2003 |
Simulation and Animation Using
Hardware Accelerated Procedural Textures |
This tutorial was presented at the 2003 Game Developers Conference by Greg James (NVIDIA) and Mark Harris (UNC). On this page you will find talk slides, demos, source code, and links relating to simulation and animation on the GPU.
Cg
GPGPU
Simulation on GPUs
Jos Stam's Publications
NVIDIA Developer Relations
Mark Harris' Home Page
Download Powerpoint slides from our talk, "Simulation and Animation Using Hardware Accelerated Procedural Textures".
The demos here require Cg. They also depend on GLEW for GL extension initialization, but the necessary files are included with the demos. The demos have only been tested on GeForce FX hardware under Windows 2000.
"Disease"This demo demonstrates the use of a simple reaction-diffusion simulation to generate a creepy dynamic "disease" effect in real time. download (3.14MB .zip). |
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"Flo"This demo demonstrates a real-time fluid flow simulator written in Cg. It solves the Navier-Stokes equations for incompressible flow with fixed, no-slip boundaries. download (209KB .zip). |
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"Water Interaction"This DirectX demo demonstrates a real-time heightfield water simulator. It is also available as part of the NVIDIA SDK. download (1.23MB .zip). |
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"Dynamic Bump Reflection Mapping"This OpenGL demo from NVIDIA is another demonstration of a real-time heightfield water simulator. OpenGL demo. DirectX demo. |
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"Game Of Life"These demos from NVIDIA demonstrate implementation of cellular automata on a GPU. OpenGL demo. DirectX demo. |
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"Fire"This DirectX demo from NVIDIA demonstrate implementation of a fire effect using a cellular automata for the embers. DirectX demo. |
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More Demos: NVIDIA SDKFor other demos from this talk and more, check out the NVIDIA SDK. |