AI powered realtime fluid simulations are here
echoesofsomewhere.com
echoesofsomewhere.com
Reading their approach, they are not actually using machine learning methods for solving fluid dynamics, but are using it for more efficient processing of boundary interactions.
It is Unity so I guess one could just decompile the asset.
BTW on this page, it doesn't say AI used for the main NS, but rather just for object interaction: https://zibra.ai/zibra-liquids-pro/#tariffs. E.g. "neural collider"
From the description it appears they use AI (which they say is a neural network representation of signed distance fields) for colliders only?
The performance seems good but given it is low resolution it is hard to tell if it is better than the alternatives.
I wish there was a Siggraph paper on this technique.
I think the main issue is structure and containment. AAA games don't avoid destruction, newtonian physics and fluid dynamics because it's computationally hard but because it probably doesn't benefit the more standard gameplay mechanics enough for all the issues it causes.
Just as an example, Red Faction came out in 2001 with full terrain destruction, but they had to preempt all the shortcuts people would take else you can just tunnel to the end of the level. Every time a GTA comes out the internet rumours say it'll have fully destructable buildings, but that will never happen as you would end up blowing up all the mission locations or breaking NPC pathfinding etc.
Don't use them for wave slam on a vessel, but they're brilliant for games.
Reading through some SIGGRAPH papers on fluid dynamics might be interesting.
The TLDR is that fluid dynamics can't be efficiently calculated exactly, and the computational complexity grows exponentially for linear improvements in fidelity.
AI simulations can generate natural seeming fluids in constant amounts of compute, by learning heuristics that look realistic but may not actually exactly match what you'd get from running a PDE solver.
So, to not have to use a gigantic neural network at the problem, you use some clever 'tricks', like dimensionality reduction and decomposing the problem. For example you can separate the spacial domain from the time domain and predict those with dedicated models, before joining the solutions again.
There are 3 spacial dimensions + one time dimension in Navier-Stokes equations. Not billions.
https://assetstore.unity.com/packages/vfx/particles/fire-exp...
I didn’t use AI though, just overall cleverness.