// Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2008-2025 NVIDIA Corporation. All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. // **************************************************************************** // This snippet illustrates isosurface extraction from particle-based fluid // simulation. The fluid simulation is performed using position-based dynamics. // // **************************************************************************** #include #include "PxPhysicsAPI.h" #include "../snippetcommon/SnippetPrint.h" #include "../snippetcommon/SnippetPVD.h" #include "../snippetutils/SnippetUtils.h" #include "extensions/PxParticleExt.h" #include "extensions/PxCudaHelpersExt.h" #include "PxIsosurfaceExtraction.h" #include "PxAnisotropy.h" #include "PxSmoothing.h" #include "gpu/PxGpu.h" #include "gpu/PxPhysicsGpu.h" #include "PxArrayConverter.h" using namespace physx; static PxDefaultAllocator gAllocator; static PxDefaultErrorCallback gErrorCallback; static PxFoundation* gFoundation = NULL; static PxPhysics* gPhysics = NULL; static PxDefaultCpuDispatcher* gDispatcher = NULL; static PxCudaContextManager* gCudaContextManager = NULL; static PxScene* gScene = NULL; static PxMaterial* gMaterial = NULL; static PxPvd* gPvd = NULL; static PxPBDParticleSystem* gParticleSystem = NULL; static PxParticleBuffer* gParticleBuffer = NULL; static bool gIsRunning = true; PxRigidDynamic* movingWall; using namespace ExtGpu; PxArray gIsosurfaceVertices; PxArray gIsosurfaceIndices; PxArray gIsosurfaceNormals; PxIsosurfaceExtractor* gIsosurfaceExtractor; void* gVerticesGpu; void* gNormalsGpu; void* gInterleavedVerticesAndNormalsGpu; class IsosurfaceCallback : public PxParticleSystemCallback { public: PxIsosurfaceExtractor* mIsosurfaceExtractor; PxAnisotropyGenerator* mAnisotropyGenerator; PxSmoothedPositionGenerator* mSmoothedPositionGenerator; PxArrayConverter* mArrayConverter; PxVec4* mSmoothedPositionsDeviceBuffer; PxVec4* mAnisotropyDeviceBuffer1; PxVec4* mAnisotropyDeviceBuffer2; PxVec4* mAnisotropyDeviceBuffer3; PxU32 mMaxVertices; PxCudaContextManager* mCudaContextManager; IsosurfaceCallback() : mIsosurfaceExtractor(NULL), mAnisotropyGenerator(NULL) { } void initialize(PxCudaContextManager* cudaContextManager, const PxSparseGridParams& sparseGridParams, PxIsosurfaceParams& p, PxU32 maxNumVertices, PxU32 maxNumTriangles, PxU32 maxNumParticles) { mCudaContextManager = cudaContextManager; if (mCudaContextManager == NULL) { mMaxVertices = 0; return; } mMaxVertices = maxNumVertices; /*ExtGpu::PxIsosurfaceParams p; p.isosurfaceValue = threshold; p.clearFilteringPasses();*/ PxPhysicsGpu* pxGpu = PxGetPhysicsGpu(); mSmoothedPositionGenerator = pxGpu->createSmoothedPositionGenerator(cudaContextManager, maxNumParticles, 0.5f); mSmoothedPositionsDeviceBuffer = PX_EXT_DEVICE_MEMORY_ALLOC(PxVec4, *cudaContextManager, maxNumParticles); mSmoothedPositionGenerator->setResultBufferDevice(mSmoothedPositionsDeviceBuffer); //Too small minAnisotropy values will shrink particles to ellipsoids that are smaller than a isosurface grid cell which can lead to unpleasant aliasing/flickering PxReal minAnisotropy = 1.0f;// 0.5f; // 0.1f; PxReal anisotropyScale = 5.0f; mAnisotropyGenerator = pxGpu->createAnisotropyGenerator(cudaContextManager, maxNumParticles, anisotropyScale, minAnisotropy, 2.0f); mAnisotropyDeviceBuffer1 = PX_EXT_DEVICE_MEMORY_ALLOC(PxVec4, *cudaContextManager, maxNumParticles); mAnisotropyDeviceBuffer2 = PX_EXT_DEVICE_MEMORY_ALLOC(PxVec4, *cudaContextManager, maxNumParticles); mAnisotropyDeviceBuffer3 = PX_EXT_DEVICE_MEMORY_ALLOC(PxVec4, *cudaContextManager, maxNumParticles); mAnisotropyGenerator->setResultBufferDevice(mAnisotropyDeviceBuffer1, mAnisotropyDeviceBuffer2, mAnisotropyDeviceBuffer3); gIsosurfaceVertices.resize(maxNumVertices); gIsosurfaceNormals.resize(maxNumVertices); gIsosurfaceIndices.resize(3 * maxNumTriangles); mIsosurfaceExtractor = pxGpu->createSparseGridIsosurfaceExtractor(cudaContextManager, sparseGridParams, p, maxNumParticles, maxNumVertices, maxNumTriangles); gIsosurfaceExtractor = mIsosurfaceExtractor; mArrayConverter = pxGpu->createArrayConverter(cudaContextManager); } virtual void onPostSolve(const PxGpuMirroredPointer& gpuParticleSystem, CUstream stream) { #if RENDER_SNIPPET PxGpuParticleSystem& p = *gpuParticleSystem.mHostPtr; if (mAnisotropyGenerator) { mAnisotropyGenerator->generateAnisotropy(gpuParticleSystem.mDevicePtr, p.mCommonData.mMaxParticles, stream); } mSmoothedPositionGenerator->generateSmoothedPositions(gpuParticleSystem.mDevicePtr, p.mCommonData.mMaxParticles, stream); mIsosurfaceExtractor->extractIsosurface(mSmoothedPositionsDeviceBuffer/*reinterpret_cast(p.mUnsortedPositions_InvMass)*/, p.mCommonData.mNumParticles, stream, p.mUnsortedPhaseArray, PxParticlePhaseFlag::eParticlePhaseFluid, NULL, mAnisotropyDeviceBuffer1, mAnisotropyDeviceBuffer2, mAnisotropyDeviceBuffer3, p.mCommonData.mParticleContactDistance); if (gInterleavedVerticesAndNormalsGpu) { //Bring the data into a form that is better suited for rendering mArrayConverter->interleaveGpuBuffers(static_cast(gVerticesGpu), static_cast(gNormalsGpu), mMaxVertices, static_cast(gInterleavedVerticesAndNormalsGpu), stream); } #else PX_UNUSED(gpuParticleSystem); PX_UNUSED(stream); #endif } virtual void onBegin(const PxGpuMirroredPointer& /*gpuParticleSystem*/, CUstream /*stream*/) { } virtual void onAdvance(const PxGpuMirroredPointer& /*gpuParticleSystem*/, CUstream /*stream*/) { } virtual ~IsosurfaceCallback() { } void release() { gIsosurfaceVertices.reset(); gIsosurfaceIndices.reset(); gIsosurfaceNormals.reset(); if (mIsosurfaceExtractor) { mIsosurfaceExtractor->release(); PX_DELETE(mIsosurfaceExtractor); } PX_DELETE(mArrayConverter); if (mAnisotropyGenerator) { mAnisotropyGenerator->release(); PX_EXT_DEVICE_MEMORY_FREE(*mCudaContextManager, mAnisotropyDeviceBuffer1); PX_EXT_DEVICE_MEMORY_FREE(*mCudaContextManager, mAnisotropyDeviceBuffer2); PX_EXT_DEVICE_MEMORY_FREE(*mCudaContextManager, mAnisotropyDeviceBuffer3); } if (mSmoothedPositionGenerator) { mSmoothedPositionGenerator->release(); PX_EXT_DEVICE_MEMORY_FREE(*mCudaContextManager, mSmoothedPositionsDeviceBuffer); } } }; static IsosurfaceCallback gIsosuraceCallback; // ----------------------------------------------------------------------------------------------------------------- static void initScene() { PxSceneDesc sceneDesc(gPhysics->getTolerancesScale()); sceneDesc.gravity = PxVec3(0.0f, -9.81f, 0.0f); gDispatcher = PxDefaultCpuDispatcherCreate(2); sceneDesc.cpuDispatcher = gDispatcher; sceneDesc.filterShader = PxDefaultSimulationFilterShader; sceneDesc.cudaContextManager = gCudaContextManager; sceneDesc.staticStructure = PxPruningStructureType::eDYNAMIC_AABB_TREE; sceneDesc.flags |= PxSceneFlag::eENABLE_PCM; sceneDesc.flags |= PxSceneFlag::eENABLE_GPU_DYNAMICS; sceneDesc.flags |= PxSceneFlag::eENABLE_EXTERNAL_FORCES_EVERY_ITERATION_TGS; sceneDesc.broadPhaseType = PxBroadPhaseType::eGPU; sceneDesc.solverType = PxSolverType::eTGS; gScene = gPhysics->createScene(sceneDesc); } // ----------------------------------------------------------------------------------------------------------------- static PxReal initParticles(const PxU32 numX, const PxU32 numY, const PxU32 numZ, const PxVec3& position = PxVec3(0, 0, 0), const PxReal particleSpacing = 0.2f, const PxReal fluidDensity = 1000.f) { PxCudaContextManager* cudaContextManager = gScene->getCudaContextManager(); if (cudaContextManager == NULL) return 0.0f; const PxU32 maxParticles = numX * numY * numZ; const PxReal fluidRestOffset = 0.5f * particleSpacing; // Material setup PxPBDMaterial* defaultMat = gPhysics->createPBDMaterial(0.05f, 0.05f, 0.f, 0.001f, 0.5f, 0.005f, 0.01f, 0.f, 0.f, 0.5f); PxPBDParticleSystem *particleSystem = gPhysics->createPBDParticleSystem(*cudaContextManager, 96); gParticleSystem = particleSystem; bool highCohesion = false; if (highCohesion) { defaultMat->setViscosity(50.0f); defaultMat->setSurfaceTension(0.f); defaultMat->setCohesion(100.0f); particleSystem->setSolverIterationCounts(20, 0); } else { defaultMat->setViscosity(0.001f); defaultMat->setSurfaceTension(0.00704f); defaultMat->setCohesion(0.704f); defaultMat->setVorticityConfinement(10.f); } // General particle system setting const PxReal restOffset = fluidRestOffset / 0.6f; const PxReal solidRestOffset = restOffset; const PxReal particleMass = fluidDensity * 1.333f * 3.14159f * particleSpacing * particleSpacing * particleSpacing; particleSystem->setRestOffset(restOffset); particleSystem->setContactOffset(restOffset + 0.01f); particleSystem->setParticleContactOffset(fluidRestOffset / 0.6f); particleSystem->setSolidRestOffset(solidRestOffset); particleSystem->setFluidRestOffset(fluidRestOffset); particleSystem->setParticleFlag(PxParticleFlag::eENABLE_SPECULATIVE_CCD, true); particleSystem->setMaxVelocity(100.f); gScene->addActor(*particleSystem); // Create particles and add them to the particle system const PxU32 particlePhase = particleSystem->createPhase(defaultMat, PxParticlePhaseFlags(PxParticlePhaseFlag::eParticlePhaseFluid | PxParticlePhaseFlag::eParticlePhaseSelfCollide)); PxU32* phase = PX_EXT_PINNED_MEMORY_ALLOC(PxU32, *cudaContextManager, maxParticles); PxVec4* positionInvMass = PX_EXT_PINNED_MEMORY_ALLOC(PxVec4, *cudaContextManager, maxParticles); PxVec4* velocity = PX_EXT_PINNED_MEMORY_ALLOC(PxVec4, *cudaContextManager, maxParticles); PxReal x = position.x; PxReal y = position.y; PxReal z = position.z; for (PxU32 i = 0; i < numX; ++i) { for (PxU32 j = 0; j < numY; ++j) { for (PxU32 k = 0; k < numZ; ++k) { const PxU32 index = i * (numY * numZ) + j * numZ + k; PxVec4 pos(x, y, z, 1.0f / particleMass); phase[index] = particlePhase; positionInvMass[index] = pos; velocity[index] = PxVec4(0.0f); z += particleSpacing; } z = position.z; y += particleSpacing; } y = position.y; x += particleSpacing; } ExtGpu::PxParticleBufferDesc bufferDesc; bufferDesc.maxParticles = maxParticles; bufferDesc.numActiveParticles = maxParticles; bufferDesc.positions = positionInvMass; bufferDesc.velocities = velocity; bufferDesc.phases = phase; gParticleBuffer = physx::ExtGpu::PxCreateAndPopulateParticleBuffer(bufferDesc, cudaContextManager); gParticleSystem->addParticleBuffer(gParticleBuffer); PX_EXT_PINNED_MEMORY_FREE(*cudaContextManager, positionInvMass); PX_EXT_PINNED_MEMORY_FREE(*cudaContextManager, velocity); PX_EXT_PINNED_MEMORY_FREE(*cudaContextManager, phase); return particleSpacing; } PxPBDParticleSystem* getParticleSystem() { return gParticleSystem; } PxParticleBuffer* getParticleBuffer() { return gParticleBuffer; } void addKinematicBox(PxVec3 boxSize, PxVec3 boxCenter) { PxShape* shape = gPhysics->createShape(PxBoxGeometry(boxSize.x, boxSize.y, boxSize.z), *gMaterial); PxRigidDynamic* body = gPhysics->createRigidDynamic(PxTransform(boxCenter)); body->attachShape(*shape); body->setRigidBodyFlag(PxRigidBodyFlag::eKINEMATIC, true); gScene->addActor(*body); shape->release(); } // ----------------------------------------------------------------------------------------------------------------- void initPhysics(bool /*interactive*/) { gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback); gPvd = PxCreatePvd(*gFoundation); PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10); gPvd->connect(*transport, PxPvdInstrumentationFlag::eALL); gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(), true, gPvd); // initialize cuda PxCudaContextManagerDesc cudaContextManagerDesc; gCudaContextManager = PxCreateCudaContextManager(*gFoundation, cudaContextManagerDesc, PxGetProfilerCallback()); if (gCudaContextManager && !gCudaContextManager->contextIsValid()) { PX_RELEASE(gCudaContextManager); printf("Failed to initialize cuda context.\n"); printf("The Isosurface feature is currently only supported on the GPU.\n"); } initScene(); PxPvdSceneClient* pvdClient = gScene->getScenePvdClient(); if (pvdClient) { pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONSTRAINTS, true); pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, true); pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_SCENEQUERIES, true); } gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.6f); // Setup PBF bool useMovingWall = true; const PxReal fluidDensity = 1000.0f; PxU32 numX = 50; PxU32 numY = 200; PxU32 numZ = 100; PxReal particleSpacing = initParticles(numX, numY, numZ, PxVec3(1.5f, /*3.f*/8, -4.f), 0.1f, fluidDensity); addKinematicBox(PxVec3(7.5f,0.25f,7.5f), PxVec3(3,7.5f,0)); addKinematicBox(PxVec3(0.25f, 7.5f, 7.5f), PxVec3(-2.f, 7.5f+ 7.5f+0.5f, 0)); // Setup container gScene->addActor(*PxCreatePlane(*gPhysics, PxPlane(0.f, 1.f, 0.f, 0.0f), *gMaterial)); gScene->addActor(*PxCreatePlane(*gPhysics, PxPlane(-1.f, 0.f, 0.f, 7.5f), *gMaterial)); gScene->addActor(*PxCreatePlane(*gPhysics, PxPlane(0.f, 0.f, 1.f, 7.5f), *gMaterial)); gScene->addActor(*PxCreatePlane(*gPhysics, PxPlane(0.f, 0.f, -1.f, 7.5f), *gMaterial)); if (!useMovingWall) { gScene->addActor(*PxCreatePlane(*gPhysics, PxPlane(1.f, 0.f, 0.f, 7.5f), *gMaterial)); movingWall = NULL; } else { PxTransform trans = PxTransformFromPlaneEquation(PxPlane(1.f, 0.f, 0.f, 20.f)); movingWall = gPhysics->createRigidDynamic(trans); movingWall->setRigidBodyFlag(PxRigidBodyFlag::eKINEMATIC, true); PxRigidActorExt::createExclusiveShape(*movingWall, PxPlaneGeometry(), *gMaterial); gScene->addActor(*movingWall); } const PxReal fluidRestOffset = 0.5f * particleSpacing; PxSparseGridParams sgIsosurfaceParams; sgIsosurfaceParams.subgridSizeX = 16; sgIsosurfaceParams.subgridSizeY = 16; sgIsosurfaceParams.subgridSizeZ = 16; sgIsosurfaceParams.haloSize = 0; sgIsosurfaceParams.maxNumSubgrids = 4096; sgIsosurfaceParams.gridSpacing = 1.5f*fluidRestOffset; PxIsosurfaceParams p; p.particleCenterToIsosurfaceDistance = 1.6f*fluidRestOffset; p.clearFilteringPasses(); p.numMeshSmoothingPasses = 4; p.numMeshNormalSmoothingPasses = 4; gIsosuraceCallback.initialize(gScene->getCudaContextManager(), sgIsosurfaceParams, p, 2*1024 * 1024, 4*1024 * 1024, numX * numY * numZ); if (gParticleSystem) { gParticleSystem->setParticleSystemCallback(&gIsosuraceCallback); } // Setup rigid bodies const PxReal dynamicsDensity = fluidDensity * 0.5f; const PxReal boxSize = 1.0f; const PxReal boxMass = boxSize * boxSize * boxSize * dynamicsDensity; PxShape* shape = gPhysics->createShape(PxBoxGeometry(0.5f * boxSize, 0.5f * boxSize, 0.5f * boxSize), *gMaterial); for (int i = 0; i < 5; ++i) { PxRigidDynamic* body = gPhysics->createRigidDynamic(PxTransform(PxVec3(i - 8.0f, 10, 7.5f))); body->attachShape(*shape); PxRigidBodyExt::updateMassAndInertia(*body, boxMass); gScene->addActor(*body); } shape->release(); } // --------------------------------------------------- PxI32 stepCounter = 0; void stepPhysics(bool /*interactive*/) { if (gIsRunning) { const PxReal dt = 1.0f / 60.0f; if (movingWall) { static bool moveOut = false; const PxReal speed = stepCounter > 1200 ? 2.0f : 0.0f; PxTransform pose = movingWall->getGlobalPose(); if (moveOut) { pose.p.x += dt * speed; if (pose.p.x > -7.f) moveOut = false; } else { pose.p.x -= dt * speed; if (pose.p.x < -11.5f) moveOut = true; } movingWall->setKinematicTarget(pose); } gScene->simulate(dt); gScene->fetchResults(true); gScene->fetchResultsParticleSystem(); ++stepCounter; } } void cleanupPhysics(bool /*interactive*/) { if (gParticleSystem) { gParticleSystem->setParticleSystemCallback(NULL); } gIsosuraceCallback.release(); PX_RELEASE(gScene); PX_RELEASE(gDispatcher); PX_RELEASE(gPhysics); PX_RELEASE(gCudaContextManager); if(gPvd) { PxPvdTransport* transport = gPvd->getTransport(); PX_RELEASE(gPvd); PX_RELEASE(transport); } PX_RELEASE(gFoundation); printf("SnippetIsosurface done.\n"); } void keyPress(unsigned char key, const PxTransform& /*camera*/) { switch(toupper(key)) { case 'P': gIsRunning = !gIsRunning; break; } } int snippetMain(int, const char*const*) { #ifdef RENDER_SNIPPET extern void renderLoop(); renderLoop(); #else static const PxU32 frameCount = 100; initPhysics(false); for(PxU32 i=0; i