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Post-GDC 2011: Interactive clothing in Samaritan Demo using NVIDIA APEX

with 4 comments

Another NVIDIA developer session from GDC 2011 is now available – Realistic and Interactive Clothing in Epic Games “Samaritan” Demo Using NVIDIA APEX (in .pdf format).

Update: recorded session is now available at GDC Vault. Content of this post was updated accordingly.

New interesting technic was presented during presentation – highly detalized graphical mesh with many details (pockets, clasps, etc) was attached to a simplified uniformly tesselated mesh called “Drive Mesh“, that was used for APEX Clothing simulation. In this case, clothing with very complex geometry (like on the Samaritan character above) can be easily authored and simulated with high performance.

Also, APEX Particles authoring process has been upgraded with additional feature – this module now can be connected to game engine editor via .dll (if developers prefer their own particle editor), or still can be authored via PhysXLab, as before.

Some interesting facts: APEX Clothing is using SPUs on PS3 console; there is a plan to bring APEX to mobile platforms (like Tegra).

Written by Zogrim

March 8th, 2011 at 6:48 pm

Posted in PhysX Tools

Tagged with , ,

4 Responses to 'Post-GDC 2011: Interactive clothing in Samaritan Demo using NVIDIA APEX'

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  1. APEX Particles always was a dark horse (authoring part, at least).. I wonder why they have changed it to work this way.

      

    Zogrim

    8 Mar 11 at 6:59 pm

  2. Shrug, most of the information needed when authoring particle systems is needed/retained by the user side code(at least when using fluids without APEX). eg curves, rendering type, lifetime control etc.

    While PhysX does retain some information a useful system needs a lot more(in this case they show Unreal Cascade).

    I guess a generic APEX editor and runtime could be designed, but it would end up going a long way outside the remit of a physics SDK if it were to be truly useful.

      

    David Black

    8 Mar 11 at 8:22 pm

  3. David Black: I guess a generic APEX editor and runtime could be designed

    But they were designed ! It was looking like this

    Now I wondering if reworking it was necessary, and wasn’t it the reason of APEX delay.

      

    Zogrim

    8 Mar 11 at 9:08 pm

  4. Interesting, I hadnt noticed that. Could be cool if it is extensible enough.

    The parameters shown in the screen shot look fairly basic, eg they just have ranges for emitters rather than arbitary distributions(ie combinations of functions, random distributions, curves all varying over time or space. At least thats what I have in my particle system:-).

    I think there are two key components for a decent particle editor, plugable distributions and plugable effectors/emitters/renderers(along with arbitary attributes for particles). Since they tend to be used for spot effects type stuff and thus often need customizing.

      

    David Black

    8 Mar 11 at 9:40 pm


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