Hi! I added textures and depth of field some time ago but I didn't have time to make a video, so here it is a quick one with some models I found on the web.
Running at 1280x800 with a humble GTX 670
I have an Oculus Rift version too, but as expected, any small movement of your head makes the pathtracing restart, so I guess it's not too useful :) And well, after some tests I don't think realtime raytracing will be used for games at least in the next 15 years.
Hope you like it!
here is the first video of my openCL GPU pathtracer, it's still quite simple, no textures and limited shaders but it's good to see that's working :D
resolution: 1280x800
Triangles: around 410000
GPU: Nvidia GTX 670 (not too good nowadays)
I decided to do that cause I'm interested to see if there's any chance of using raytracing in videogames and vr in the near future. So well, after some tests, I'm not too optimistic, technically is possible, the gpus are getting better and better, but as the resolutions are growing, specially for vr, is more and more difficult to keep up with a good frame rate. But hey, I'll keep on optimizing and we'll see :)
it's been a long time since my last post. First of all, I'm not developing anything new regarding Ionic, maybe in the future I'll go on with it, but right now I'm more interesed in Oculus Rift development and this is my first opengl raytracer (just primitives) video, hope you like it!
Hi!!
it's
been a while! Some good news and some bad news, first the bad one, I've
been really busy at work so I couldn't do too much for Ionic, that's
why this version is more or less the same than before with some small
new features. Now for the good news, I've decided to keep Ionic free, so
no more expiry date. :)
Please remember you have to register to download the plugin, have fun!
This is the last sim I did (Sim in Maya, render in Houdini), 400
frames simulated (around 4hrs), although I rendered around 250. I'd love
to simulate many more particles, but I guess I'll have problems meshing
& render them with my 8 gigs of ram, so for now I'll limit my sims
to just around 10 millions :)
Hope you like it!
This is one of the scenes I included with Ionic ( get it here: ionic.forumotion.co.uk/ )
I exported the particles to bgeo format and mesh creation and render
in Houdini with Mantra. I'd like to change some things in the sim but
anyway, it's cool to see it rendered instead of just points :)
Many thanks to Igor Zanic and Srdjan Milosevic for their help with Houdini!
Hope you like it!
Tony
I've finally released an open beta for Ionic. It will be free until
the end of the year, then I'll see what I can do with it. I'd like to make a commercial product but for it I have to
able to give the right support. But for now... enjoy!
I've
written a .bin (realflow) and .bgeo(Houdini) exporters so you can render or mesh the particles with your favorite software.
I've setup a simple forum so you can ask for new features, report bugs, show your works and download new versions. You can get the beta there.
Hi,
I've been busy lately but I've been working in the plugin stability, as I'm planning to release a demo at the end of october.
In this video you can see a very simple demo of how Ionic works in Maya,
just to give you an idea of speed and UI. The video compression make
things look a bit weird, though.
Stay tuned! ;O)
Now the plugin supports Maya Fields, there's one field at the
beginning creating some turbulence and then pushing the water a couple
of times during the sim.
By the way, this is all in one pass, all the splashes comes directly from the simulation.
Hi!
While working on my SPH and DEM solver I had an idea of a new way to
solve this that allows many more particles, and this is the first test.
It's not full SPH, it's not FLIP, it's something.... else :O)
It's still in a a very early stage, but it seems promising to me, no
foam yet for this one, I'll continue with it next week when I come back
from my holidays.
36 millions of particles, 300 frames, 1hour 30 minutes
Hi!
I made a quick test of the OpenCL SPH solver to check the new optimizations I implemented and this is the result, as always with a Nvidia GTX670:
- 8 million particles
- 450 frames
- 1h 50 minutes
So, well I have to say I'm quite happy now with the speed, and I don't think I can optimize it much more.
Next step: Foam! :O)
Cheers!
More Particles, more frames, more sim time.... :)
1.4 millions of particles, improved simulation parameters.
450 frames, Simulation time 1h 45 minutes (update: just 25 minutes with the new optimized version)
The color is fixed on the particles once all of them are emitted, it's just particleIdx / numParticles
Next time I'll show how to export the particles and import them as nParticles so you can create a poly surface and render.
Hi!
This is the first test of Maya's OpenCL plugin, Ionic (temp name, if you have a cool idea for a name for the plugin I'd love to hear it!) colliding with animated objects.
The number of particles is around 280k , 200 frames and the sim took around 11 minutes.
Sorry for the quality of the video, I guess I'll have to get a Vimeo account as the video I uploaded was supposed to be HD... :)
Hi, this is the first test of Ionic, my DEM/SPH Plugin for Maya.
300 frames, the simulation took around 11 minutes, 335k particles, too slow yet.
The SPH Solver is of course not as fast as the DEM because the mathematics behind are a bit more complex, but again, it's still not optimized at all. I will spend some time improving collisions with animated objects and making a cool user interface. Later on I'll optimize both solvers and I'm thinking about adding Bullet Rigid Body two way interaction, I already did a Bullet plugin for Maya so I have half of the work done, just need time! :O)
Cheers!
Tony
Hi! It's been a long time since I updated the blog :)
Lately I've been working with openCL and developing a new particle solver for Maya.
This video shows the first test of the DEM solver.
As you can see it's pretty fast, it can move at good rate more than half a million particles, and even with one million is going pretty well. There's still some room for improvement as it's not yet optimized. For example, I'm not even sorting the particles yet.
I'm finishing now the SPH solver so it will be able to simulate liquids soon, I'll keep you posted. All the videos are running using a Nvidia GTX 670.
Hope you like it! :)
I´m implemented soft bodies and cloth for Newton so now you can see everything working together. There still a long way to go, I have to add ropes, constraints and a million more features :)
I´m not sure when I´ll realease as I´m going to be really busy next month. Anyway, I´ll try to finish an usable version as soon as possible.
Cheers!
This is the first demo of my implementation of Bullet Physics inside Maya.
Right now is just working with Rigid Bodies but I´m planning to add constraints, soft bodies, cloth and ropes before the end of month.
I´ll release as a free Maya plugin and probably, if I have the time, for Houdini too.
This is my first attempt for a CPU based DEM (discreet elements method) simulator ( more info here: http://http.developer.nvidia.com/GPUGems3/gpugems3_ch29.html )
It's based on a Nvidia demo I saw running with the GPU, It was really cool, so I tried to do the same but with the CPU and multithreaded. Of course is not so fast as the GPU version, but it´s not too bad. 100000 particles - 18 fps.
Note that the drawing is not optimized at all, so it´s much slower when I draw spheres. Probably it could be used for a sand simulation or something like that. I made tests at around 1fps with one million particles. I'm now writing a plugin for Houdini.
Cheers!!