Presentations from “Nvidia Game Technology Theater“, which were demonstrated at Nvidia booth on GDC 2010, are now live – slides and following sound accompaniment. Let’s take a look at those related to PhysX SDK and APEX toolset.
Update: main PhysX and APEX session are now available as slide decks and video records
APEX Clothing with 3ds Max by Gavin Kistner, Product Designer, NVIDIA
Gavin gives a quick overview of 2.0 PhysX plug-in for 3ds Max, and uses superhero character with cape to explaing full clothing authoring process. Personal love Gavin’s manner of talking.. funny guy
Physically Simulated Clothing By CCP (EVE Online) Using NVIDIA APEX by Vigfus Omarsson, Lead Technical Artist, CCP; Snorri Sturluson, Senior Software Engineer, CCP; Monier Maher, APEX Product Manager, NVIDIA
Include overall cloth sim benefits overview from CCP, clothing tools pipeline features demonstration with Maya, and, of course, authoring process with pretty female character. While authoring was done in Maya, actual simulation was running in “CCP engine” window, as stated by Vigfus.
APEX Vegetation with the SpeedTree Modeler by Michael Sechrest, President and Co-Founder, Interactive Data Visualization (IDV), Inc.; Lou Rohan, Senior Software Engineer, NVIDIA
Modelling, compiling and SDK pipeline overview related to APEX Vegetation integration with SpeedTree 5.1. Some trees get hurt and broken, all with physically correct behaviour
APEX Destruction using PhysX Lab by Bryan Galdrikian, Senior Apps Engineer, Physics R&D, NVIDIA
Detailed description of PhysX Lab Tool features and options. As in other APEX presentations, destruction authoring process is fully explained, using stanford bunny model and several other objects.