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SIGGRAPH 2010: Nvidia APEX and Scalability

with 9 comments

Nvidia has recently uploaded APEX related presentation called “APEX : Creating scalable immersive game environments” from their  SIGGRAPH 2010 sponsored sessions list.

Usual overview of APEX framework and current modules (like Destruction and Clothing), which are already familiar to us from past GDC10 and SIGGRAPH09 sessions, is followed by topic never described in detail previously – Scalability and LOD features inside APEX (starts at 32:55).

In general, it’s devided into two components – scalable parameters for each of the modules (like number of particles or cloth vertices), that can be adjusted during authoring to fit into platform computing capabilities..

..and dynamic LOD system, that manages resources destribution between actors and modules, based on current situation and resources budget (for example, clothing on character closer to the camera will be simulated with higher fidelity).

Now, as we know almost everything about APEX, we just need to wait until it will be released to public (standalone, or integrated into popular engines like UE3).

Written by Zogrim

July 29th, 2010 at 11:48 pm

Posted in PhysX Tools

Tagged with ,

9 Responses to 'SIGGRAPH 2010: Nvidia APEX and Scalability'

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  1. You managed to watch the APEX video very fast and write this post, considering when the videos became available… :-)

      

    David Black

    30 Jul 10 at 12:44 am

  2. The presentation had a good level of detail, better than previous years.

      

    David Black

    30 Jul 10 at 1:19 am

  3. clothing in high is AMAZING !

      

    MicrO

    30 Jul 10 at 1:39 am

  4. You managed to watch the APEX video very fast
    Not as fast as I planned ;)

    The presentation had a good level of detail
    Indeed. APEX is now close to release, afaik.

      

    Zogrim

    30 Jul 10 at 2:36 am

  5. Interesting. LOD is realy good implemented i guess. Destructibles are easier to create but i prefer something procedural, generating realtime. Also i miss some way to create structures like that, static with breakable joints:

    http://www.youtube.com/user/DigitalDemolition#p/u/22/krUNDs0wOVI

      

    Vojtech

    30 Jul 10 at 5:24 pm

  6. Vojtech:true, buulding destructions is cool

      

    MicrO

    30 Jul 10 at 5:56 pm

  7. >>>
    Interesting. LOD is realy good implemented i guess. Destructibles are easier to create but i prefer something procedural, generating realtime. Also i miss some way to create structures like that, static with breakable joints:
    <<<

    So far there is not enough info to show that this isnt possible. Apparently there is a CPU interface so perhaps that could be used to generate new geometry Just In Time.

      

    David Black

    30 Jul 10 at 6:07 pm

  8. CPU should have been C++ …

      

    David Black

    30 Jul 10 at 6:07 pm

  9. The static objects with breakable joints are still implemented in the Unreal Development Kit, they are actually a bunch of simple Kactor’s with rigid body physics, interconnected with Joint actors. there are quite a few ways people could do this and still can! I have upgraded in my work now and use metal cloth beams interconnected with joints. it’s basically a paint weighted plane mesh with a cloth bone and no rigid vertices exported with the actor-x plugin. the cloth objects yield excellent results with compartment mode on! anyways I am eager to try the apex module : )

      


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