You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.


Session Name:

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.

Did you know free users get access to 30% of content from the last 2 years?

Get your team full access to the most up to date GDC content

  • GDC 2017
  • Hammad Mazhar
  • Richard Tonge
  • free content
  • Visual Arts
  • Visual Arts