Real-Time Fluid Simulation in Shadow of the Tomb Raider / Peter Sikachev, Eidos Montreal
This presentation explores the implementation of real-time fluid simulation in Shadow of the Tomb Raider, focusing on the use of a physically-based Navier-Stokes solver to accurately simulate fluid dynamics within the game.
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This talk presents real-time fluid simulation used in the Shadow of the Tomb Raider game. We utilize a physically-based Navier-Stokes solver to simulate character interaction with different substances floating on the water surface, such as oil or algae. The proposed technique is well scalable to arbitrary-sized water volumes, while running within 0.5 ms on current-gen consoles. We use compute shaders to run all computationally intensive calculations on a graphics card, and leverage the so called asynchronous compute for better GPU utilization. The proposed technique will be showcased in the real game levels, along with the examples in test environment. In-depth implementation details are given, along with the optimization guidelines.
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Nov 21, 2018
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