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Technology behind PhysX 3 cloth solver

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If you are watching over PhysX SDK 3 development process, you may now that all-purpose cloth simulation engine, which can be found in SDK 2.x,  was replaced by new specialized PxCloth clothing solver in SDK 3.

Tech talk called “Character Clothing in PhysX 3“, presented by Tae-Yong Kim at SIGGRAPH ASIA 2011, provides in-depth overview of algorithms behind new clothing engine and its features.

Main features of new the solution are:

  • Improved performance.
  • Better artist control over bending and shearing of the cloth.
  • Better handling of high-energy motion.
  • Tapered capsules for better character representation.
  • Other pleasing features like virtual particles (for increased collision resolution), CCD or particles mass scaling.

We are expecting PxCloth solver to become one of the major features of APEX Clothing 1.2 module, that is supposed to be released in upcoming months.

In addition, one may find other SIGGRAPH talk, “Real-Time Water Simulation on the GPU” by Nuttapong Chentanez, also interesting.

It cover recent advancements in NVIDIA’s research with the view to creation of universal water simulation solution, which combines best of heightfield fluids, SPH and grid simulation methods.

Thanks to Stefan for the links !

Written by Zogrim

April 6th, 2012 at 11:14 pm

Posted in PhysX SDK

Tagged with , ,

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