1.2.0 ------ - Improved collision against moving shapes, solver now correctly interpolates shape transforms for substeps - Improved Linux support, removed GLUT/GLEW dependencies - New API for adding soft-joints (dynamic shape-matching constraints) via. the extensions API, see NvFlexExtCreateSoftJoint() - New API to retrieve particle neighbor information, see NvFlexGetNeighbors() - New API to support shape collision filtering, collision channels can be assigned to particles and shapes to specify which pairs collide, see NvFlexPhase - New API to support per-shape plastic deformation, it is now possible to specify plastic creep and threshold coefficient on a per-shape basis (previous global settings), see NvFlexSetRigids() - New API to selectively disable solver features, this can lead to improved performance, see NvFlexFeatureMode, replaces global FlexParams::fluid option - New API to allow sub-range particle buffer updates, see NvFlexCopyDesc - New API for asynchronous compute, see NvFlexInitDesc - New API change, NvFlexUpdateTriangleMesh() now takes vertices with 16-byte stride to remove CPU synchronization step in D3D implementations - Fix for NvFlexParams::anisotropyScale, this change improves the fitting of ellipsoids to fluid particle distributions, it should now typically be left at 1.0 - Fix for NvFlexGetTimers() reporting incorrect values on D3D12 - Fix for vsync in D3D12 - Fix for crash when using Flex with NVIDIA driver 384.76 - Fix for unnecessary synchronization when calling NvFlexMap() on a device buffer - Fix numerical precision for shape-matching constraints with large coordinates - Fix for uninitialized contact indices returned from NvFlexGetContacts() if NvFlexUpdateSolver() has not been called - Fix for SDF collision in D3D12 - Fix for free after delete in CUDA when using SDFs - Fix for D3D warning when using NvFlexSetRigids() - Add D3D12 rendering support to the demo - Add support for device NvFlexBuffers on D3D - Enable NvToolkit profiling zones so to provide annotations in NSight profiles by default, this requires nvToolsExt64_1.dll be present 1.1.0 ----- - New API style, for consistency with other products the API has now an NvFlex prefix and follows a naming convention similar to PhysX - Add support for DirectX, in addition to CUDA there is now a cross platform DirectX 11 and 12 version of the Flex libraries that Windows applications can link against - Add support for max acceleration clamping, see NvFlexParams::maxAcceleration, can be useful to reduce popping with fast moving kinematic shapes and large interpenetration - Add support to querying compute device, see NvFlexGetDeviceName() - Add support for flushing compute queue, see NvFlexFlush() - Add support for multiple library instances, NvFlexInit() now returns a library which is bound to a single compute device - Add support for local space particle simulation, see NvFlexExtMovingFrameInit() and two new local space fluid and cloth demos - Add support for CUDA 8.0.44 - Remove NvFlexError enum, errors will be reported through the NvFlexErrorCallback passed to NvFlexInit() - Remove NvFlexMemory enum, users should use the new NvFlexBufferType - Fix bug in inflatable constraint solver that could cause some shapes to generate NaNs - Fix for SDF contact generation when the particle lies completely outside volume, fixes a problem with ghost contacts - Fix for friction being incorrectly applied on trigger shapes - Fix for multi-phase fluid cohesion not working correctly, re-enable Rayleigh-Taylor instability test - Fix bug with public projects that referenced internal CUDA paths - Fix for calling NvFlexSetInflatables() with a count of zero - Fix for buoyancy parameter - Fix for bug in BVH builder that could cause missed collisions - New optional NvFlexDevice library for handling GPU selection and initialization in CUDA - New buffer based API, all data must now be passed to Flex through FlexBuffers created through NvFlexAllocBuffer() - New stable shape matching code for more robust and efficient soft bodies, removes need for NvFlexParams::inertiaBias - New collision shape API supports instancing of convex meshes and a much simplified API, see NvFlexSetShapes() - Improvements to collision detection for moving shapes, Flex will now perform a CCD check also taking into account the shape trajectory using the prev/current transforms of each shape 1.0.0 ----- - Added support for reporting collision shape ids, and trigger volume shapes, see flexGetContacts() - Optimizations to host code performance - Fix for potential memory leak in SDF object destruction - Fix for potentially missed collisions during convex shape CCD - Fix for incorrect bounds computation during flexSetShapes() (if not specified by user) - Fix for initial shape translations being incorrect when using a transform with flexExtCreateInstance() - Move flexExt.h header to the /include folder 0.9.5 ----- - Fix for NaNs being generated during shape matching with plastic deformation enabled - Fix for bug that could lead to translational drifting of shape matched rigid bodies - Fix for incorrect interaction of restitution and friction when using the collision margin parameters - New geometry instancing API for specifying collision shapes, adds support for transformed triangle meshes and signed distance fields, see flexSetShapes() - New BVH based collision detection improves performance for scenes with large triangle meshes - New mesh tearing API, see flexExtTearClothMesh() - New CCD collision detection for particle versus convex shape, helps reduce tunneling with thin convexes - Performance improvements for soft body cooking times in flexExtCreateSoftFromMesh() - Exposed intertial bias for shape matching constraints, see FlexParams::mInertiaBias - Exposed parameter to control the lifetime of diffuse particles, see FlexParams::mDiffuseLifetime 0.9.0 ----- - Added support for soft bodies, particles can now belong to multiple shape-matching clusters used to drive linear blend skinning - Added support for particle rest positions that can be used to filter collisions between particles that touch in their rest pose, see flexSetRestPositions() - Added support for spheres and capsules as collision shapes, renamed flexSetConvexes() to flexSetShapes() - Added support for user callbacks, these can be used to implement custom constraints, force fields, etc. See flexRegisterSolverCallback() - Added support for the NVIDIA control panel, Flex will now use the selected PhysX device if desired, see flexInit() for details - Added support for Android platforms - Added flexGetParams() method to retrieve default values and set defaults to sensible values - Improved shape-matching algorithm with better inversion handling - Optimizations for flexSetTriangles(), users can now pass the triangle bounds to avoid having them re-calculated explicitly - Rigid constraints now use quaternions as their orientation representation, see flexSetRigids() and flexGetRigidTransforms() - Exposed anisotropy min/max clamping for better control of particle fluid rendering, see FlexParams::mAnisotropyMin and FlexParams::mAnisotropyMax - Fix for smooth particles not being generated if anisotropy was not enabled - Fix for demo mouse picking - Fix for flexGetContacts() returning incorrect values, added contact visualization to the demo app - Fix for bug in flexGetBounds() which meant it could return bounds with one frame delay, users should now synchronize the flexGetBounds() call like other query methods - Fix whitespace on flex.h to play nice with Github's code view - Fix for triangle mesh collision when particle moves in the plane of the triangle incorrectly reporting contact - Fix leak when destroying solver - Fix for incomplete initialization of FlexExtAssets in the extension creation methods - Rename FlexParams::mMaxVelocity -> FlexParams::mMaxSpeed 0.8.0 ----- - Upgrade to CUDA 7.0 - Linux binaries are now compiled with -fPIC - Fix for extensions library not writing velocities correctly - Fix for memory leak when using moving convex shapes - Optimizations for inflatable constraints to reduce number of kernel launches - Added option to control the max number of neighbors stored per-particle, this can reduce memory usage, see flexCreateSolver() 0.2.5 ----- - Fix for vertex normal calculation when using sparse active particle set - Fix for division by zero in rest density calculation when fluid rest distance was 0.0 - Fix for infinite mass particles being moved by kinematic objects - Added CUDA force fields to extensions library, see flexExtSetForceFields() - Added particle contact reporting API, see flexGetContacts() - Added early out to avoid Laplacian smoothing and anisotropy calculation if not using them - Added global damping parameter to model viscous drag on particles (not just cloth), see FlexParams::mDamping - Added user manual in pdf and chm formats - Made enum names consistent, eFlexHost -> eFlexMemoryHost - Upgraded to CUB 1.3.2 - Extended particle phase parameters to allow fine grained control over self-collision and fluid properties, see flexMakePhase() 0.2.3 ----- - Switched to bindless textures, 50% reduction in CPU usage, because of this change Flex now requires an SM3.0 or above GPU - Optimized convex grid rasterization by assigning 4 warps/shape, reduces time from 1ms->0.25ms for large shapes - Added error mesasge callback, see flexInit() - Added flexSetFence()/flexWaitFence() for more fine grained synchronization with Flex GPU work, flexSynchronize() has been removed - Added static/dynamic flags for convex shapes to allow prioritising static contacts over dynamic, can be useful to prevent tunnelling through thin shapes - Added local/global relaxation to improve convergence for some scenes (see FlexParams::eRelaxationMode) - Removed flexGetVorticities(), allows optimizations for vorticity confinement calculation - Fix for flexSetSprings(), flexSetTriangles(), and flexSetConvexes() reallocing more often than necessary - Fix for flexGetDensities(), and flexGetAnisotropy() not returning the full particle array if using sparse active set - Fix for memory leak when instance creation fails in flexExtCreateInstance() - Fix for memory leak when setting rigid bodies multiple times - Fix for potential GPU crash when using plastic deformation on rigid bodies - Smooth vertex normals are now computed for particles belonging to dynamic triangles (cloth), they can be retrieved via flexGetNormals() - Optimized CompactObjects in flexExtPushToDevice() - Made headers compile with /W4 on MSVC - Added debug capture functionality 0.2.2 ----- - Fix for infinite mass particles gaining velocity during collisions - Fix bug with planar triangle mesh rasterization - Fix for zero-length distance constraints - Fix cloth drag and lift causing instability at high velocities - Fix for convex grid perf. when there is a single large convex body - Improved behaviour when particles are overconstrained (constraint averaging), can reduce jitter for pinned cloth - Improved adhesion behaviour for fluids against solids - Improved restitution behavior - Improved fluid rendering performance by using a smaller bilateral filter kernel - Change particle friction to be an absolute parameter instead of a multiplier on dynamic friction - Change sort to use async device-device memcpys to avoid stalling host - Exposed new parameter to control collision margin against shapes see FlexParams::mShapeCollisionMargin - Warning fixes for Linux and Windows - Fix z-precision rendering issues in demo - Added "Ext" prefix to extensions types - Clamp particle velocity to maximum user velocity before prediction step, improves behaviour when interacting with force fields 0.2.1 ----- - Add support for lower dimensional particle rigid bodies (rods, planes) - Allow specifying rigid rotations through the solver API - Allow separate control of fluid and solid rest distances - Add GUI to demo 0.2.0 ----- - Fix for rest density calculation when number of neighbors > than max - Add support for async memory copies back to pinned host memory - Add functions to allocate pinned host memory, see flexAlloc() - Add rigid body support to FlexExtensions - Add rigid body SDF collision support - Add position level friction - Static triangle grid now created on the GPU, see flexSetTriangles - Unify triangle collision with rest of the pipline - Exposed a new parameter to run a second collision pass against triangle meshes, see FlexParam::mEnableCCD - Optimized rigid body solve using CUB parallel reductions - Fix for solve springs when some particles have infinite mass - Reduce allocations in flexSetConvexes - Fix plastic deformation for rigids - Switch to /MT for FlexExtensions library 0.1.0 ----- Initial release