MN VR and HCI Aug 2016: Nvidia Flex and Flow for VR

Posted by IGDA Twin Cities on September 23, 2016
Wednesday, September 28, 2016 from 6:30 PM to 9:00 PM (CDT)
Minneapolis, MN | space150

Eventbrite - MN VR and HCI Aug 2016: Nvidia Flex and Flow for VR

NOTE: Please try to arrive at the 3rd Ave entrance between 6:30 and 7.  You’ll be escorted to the elevator.


Nvidia Flex and Flow for VR – Paul Eckhardt

Paul did a quick Nvidia Flex VR prototype for our October social/demo event. It had a really unique feel, and generated a lot of discussion and questions afterwards. If you missed his demo, you can check out Flex in NVidia VR Funhouse for Vive.

This month, Paul’s going to get us all up to speed on the Nvidia Flex and Nvidia Flow physics simulators, and how they can be used in VR.  The talk will cover:

  • Nvidia Flex overview and uses for soft and rigid bodies, cloth, ropes, liquids and bacon
  • Nvidia Flow overview and uses for smoke and fire
  • Hardware and performance considerations
  • VR-specific rendering, interaction design, and performance considerations.
  • UE4 integration and Funhouse mods


There is nearby street parking and surface lots on 2nd Ave.  Ramp C is also close.



6:30 Social, setup and soda – Thanks space150!
7:00 Kickoff, Plug My Thing
7:15 Paul Eckhardt
8:45 Wrap up, head to The Monte Carlo

Plug My Thing!

In addition to informal verbal plugs, we’ll also show your trailer, user group, recruitment page, promo video, personal project, demo reel, etc. Grab the appropriate ticket – first come, first served.


Short and sweet. 3 minutes max!  You will be timed.
1 short URL, Zero setup (any media on reliable site like YouTube, Vimeo, etc.)
Your contact info is on the page or in the video.
You were a part of this project, are attending the meeting, and will introduce it.
Check in 5-10 minutes early, so we can load your page


About MN VR and HCI:
MN VR and HCI (Human-Computer Interaction) welcomes developers and tinkerers working with all variety of VR, HCI, hardware hacking, creative coding and interactive art.
Members are working on projects with custom displays and lenses, projection mapping, mocap, tiny computers, servos and sensors, interactive statues and a wide variety of VR, AR, motion and computer vision applications.
If you’ve only been to our parent group IGDATC meetings, MN VR and HCI is a slightly different format: We aim for smaller group discussions and lots of specific details.


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This is the International Game Developers Association (IGDA) chapter for the Minneapolis/St Paul (Twin Cities) metro area in Minnesota, USA. We are an active chapter and usually meet monthly. New visitors are always welcome (with or without IGDA membership).

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