1. SPH Dam Break test case

    00:16

    from Project ISPH / Added

    2,978 Plays / / 9 Comments

    SPH calculation performed with the OpenCL based open-source solver ISPH on the GPU. More details on the project available at: http://isph.sourceforge.net/

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    • CLOUD PINK @ Savina Gallery

      01:05

      from everyware.kr / Added

      41.4K Plays / / 5 Comments

      CLOUD PINK at Savina Gallery, Seoul, Korea 2011 by Everyware www.everyware.kr

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      • Wispy Smoke Density Accumulation (Fury Renderer + SlipstreamVX)

        00:21

        from Exocortex / Added

        9,416 Plays / / 5 Comments

        This video demonstrates proper density accumulation. SlipstreamVX was used for simulation. The new GPU-based Fury renderer was used to generate the output. Simulation time with 5 million particles was around 6 seconds per frame and the render time was around 3 seconds per frame. Fury is bundled with Exocortex SlipstreamVX simulator. More details available here: http://www.exocortex.com/simulation/slipstreamvx

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        • OctaneRender for DAZ Studio Workflow demo

          04:13

          from T3 / Added

          Some of the concepts that can be seen here: Viewport camera controls and pickers (focus, material, ...), Nodegraph Editor, search materials by name (in the scene or in the Live DB), cached(!) Live DB materials, and last but not least applying materials by drag & drop them directly into the viewport (or group-wise within the material trees). Of course there is a lot more to enhance this scene further - I just liked to show what you can achieve in a very short time with a few clicks only, without digging into the deeps of scene & material tweaking... http://render.otoy.com/forum/viewtopic.php?f=7&t=29824

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          • CLOUD PINK @ gallery seoul xii

            01:35

            from everyware.kr / Added

            13.7K Plays / / 3 Comments

            CLOUD PINK at gallery seoul xii Galleria Forêt, Seoul, Korea 2011 by Everyware www.everyware.kr

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            • Real-time GPU terrain thermal erosion - 1

              00:49

              from m3xican / Added

              360 Plays / / 2 Comments

              GPU Terrains - http://www.m3xbox.com/GPU_blog/ my first thermal erosion algorithm in action, the terrain is generated by Perlin Noise and rendered by my (simple) terrain OpenGL engine.

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              • laser gem

                00:42

                from Bill Automata / Added

                204 Plays / / 2 Comments

                really impressed with how this turned out, simple idea

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                • OctaneRender for DAZ Studio live cam & material test

                  03:47

                  from T3 / Added

                  All done in realtime, no special preparation of the scene, no speed-ups, just using a 3DConnexion SpacePilot for realtime navigation. http://render.otoy.com/forum/viewtopic.php?f=7&t=29824

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                  • Crowd Simulation on the GPU using OpenCL

                    02:35

                    from Helmut Duregger / Added

                    471 Plays / / 2 Comments

                    This is a university project for my master's thesis. Finally my implementation exhibits lane formation which becomes visible when agent groups move into opposite directions. Lane formation has been previously reproduced in similar applications and the works this is based on. But I am so happy about this behaviour being reproduced in my application and therefore I am uploading this clip here. The video captured shows the display area of a test application developed in C++ using the Qt GUI framework. There are 4096 agents simulated on a 256x256 grid. The agents are split into 4 groups (Yellow, Cyan, Purple, White). Yellow and Cyan agents exit at the upper left opening, Purple and White agents exit at the lower right opening. Agent flow navigation and collision resolution is computed on the GPU using OpenCL. This computation was performed on an AMD Radeon 6950. Here, agents are being rendered using Ogre3D. Development platform is Linux with Ubuntu 10.10. The video was created with XVidCap for capturing. Blender is used with its sequence editor for video compositing and creating the agent cylinder meshes. Gimp was used for creating the description text, agent textures and the map image. Currently the application runs at interactive rates up to ~65000 agents, slowing down to a crawling 1 second per frame at ~260000 agents. Agents still get pushed through walls and crowd up too close. Obviously there is still room for optimization. Enjoy!

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                    • GPU Painting - genetic programming and GPGPU - evolution of Mona Lisa

                      00:38

                      from m3xican / Added

                      855 Plays / / 2 Comments

                      This short video shows the evolution of a genetic program powered by the GPU. The program has to "learn" to reproduce a given picture, for this example I'm using the famous Mona Lisa. The evolution process performs 600000 mutations on a DNA made by 500 genes and requires less than 12 minutes. For more info about the project visit the project page on my website: http://www.m3xbox.com/index.php?page=p_gpupainting

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