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D3D Async Compute for Physics: Bullets, Bandages, and Blood (Presented by NVIDIA)
Particles have many uses, from low to high complexity: non-colliding sparks, shell casings colliding against the ground, particle-particle collision for rigid debris, particle grids for cloth, up to fluid dynamics. Now that Async Compute allows us to utilize otherwise wasted GPU cycles, it is attractive to move more of these effects to D3D Compute.
We provide a sequence of successively more complicated D3D compute particle effects. We start from a non-interacting particle system, adding effects until we reach unified debris, cloth and fluid simulation, noting the incremental GPU cost of each.
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