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		<title>Exclusive: NVIDIA talks present and future of PhysX Technology</title>
		<link>http://physxinfo.com/news/6419/exclusive-nvidia-talks-present-and-future-of-physx-technology/</link>
		<comments>http://physxinfo.com/news/6419/exclusive-nvidia-talks-present-and-future-of-physx-technology/#comments</comments>
		<pubDate>Thu, 20 Oct 2011 15:43:29 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Articles, Reviews]]></category>
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		<description><![CDATA[Our exclusive interview with Ashu Rege, Tony Tamasi and Rev Lebaredian from NVIDIA]]></description>
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<p style="text-align: justify;">Almost four years has passed since NVIDIA aquired <a href="http://physxinfo.com/wiki/Ageia" target="_blank">Ageia</a> and presented their version of hardware accelerated <a href="http://physxinfo.com/wiki/NVIDIA_PhysX" target="_blank">PhysX Technology</a>. However, anyone who is watching <strong>GPU PhysX</strong> progress closely can say, that so far it has not shown any significant advancement &#8211; but is the <span style="text-decoration: underline;">fight already lost</span> or is it just <span style="text-decoration: underline;">taking time to harness up, but will ride fast</span>?</p>
<p style="text-align: justify;">We got a chance to chat with <strong>Tony Tamasi</strong>, Senior Vice President of Content &amp; Technology in NVIDIA, <strong>Ashu Rege</strong>, Vice President of Content &amp; Technology, and <strong>Rev Lebaredian</strong>, Director of Engineering, to clear up these questions, and recieve some insider information on future development plans for PhysX SDK and NVIDIA APEX toolset.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> Over last years, amount of GPU PhysX games is actually decreasing. There were five games in 2009, three in 2010 and so far only one in 2011. How can you explain that?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #ff6600;"><strong><span style="color: #800000;">Tony Tamasi:</span> </strong></span>It was a choice on our part. We had a large amount of resources we could otherwise dedicate to content, but we needed to advance the core technology. We needed to get PhysX 3 done, and we needed to get APEX done to the degree where it is usable by game developers. We had to put a lot of resources there, which meant that some of those resources weren’t directly working on games.</p>
<p style="text-align: justify; padding-left: 30px;">But in the long term, game developers can actually use PhysX and APEX, and make use of the GPU without significant amounts of effort, so that a year or two years from now more games will come out using GPU physics.</p>
<div id="attachment_6440" class="wp-caption aligncenter" style="width: 560px"><img class="size-full wp-image-6440 " title="alice_fl" src="http://physxinfo.com/news/wp-content/uploads/2011/10/alice_fl.jpg" alt="" width="550" height="265" /><p class="wp-caption-text">Alice: Madness Returns - most recent GPU PhysX title</p></div>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Rev Lebaredian:</strong></span> When we initially acquired Ageia, we made a big effort to move many games over to GPU PhysX.  We learned a lot in that period of time: getting GPU physics into games, what are the problems, what works and what doesn’t. That gave us the opportunity to regroup, refocus, and figure out how to do it correctly.</p>
<p style="text-align: justify; padding-left: 30px;">We made a conscious decision.  After we did a bunch of PhysX and APEX games in 2009 and early 2010,  we said “Ok, we have learned enough, we need to sit down and focus on finishing APEX and changing it based on what  we just learned, as well as PhysX 3”. Doing as many titles as we were doing before was just going to slow us down.</p>
<p style="text-align: justify; padding-left: 30px;">It made more sense to slow down the content pipeline but get the tools right, but that puts us in the position when once those are complete, it is actually less work for us to get PhysX in games.</p>
<p style="text-align: justify; padding-left: 30px;">This slowdown has not been because of any problems. It is something that we have decided to do.</p>
<p style="text-align: justify;"><span id="more-6419"></span><strong><span style="color: #008080;">PhysXInfo.com:</span> So NVIDIA APEX is supposed to give developers the tools for easy creation on physical content in games, and you will receive GPU PhysX support as a byproduct. Is this idea working already?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Rev Lebaredian:</strong></span> It won’t be 100% free. Anytime you’re going to change the quality of something, you’re going to have the artists and level designers do a little bit of work to tweak it so it will look right.</p>
<p style="text-align: justify; padding-left: 30px;">Sure, let’s say if you have clothing you can just increase the number of vertices or increase the number of bodies for something with destruction, but most likely they going to want to tune it at different levels.</p>
<p style="text-align: justify; padding-left: 30px;">What we are trying to do with APEX is minimize that work. If you spend 10 hours putting together a set of assets for consoles, it shouldn’t take you another 10 hours to do the GPU stuff, maybe an additional half hour—depending on the developers and game in question obviously.</p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Tony Tamasi:</strong></span> And  I can actually tell you for sure, when we first started on the GPU PhysX effort, it often took more time to do the GPU physics work than core physics work, which is not the right balance. So we have to get the balance to make it incremental effort.</p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Ashu Rege: </strong></span> If you compare some games with APEX and GPU PhysX from one or two years ago, with some other games we are working on today, we have improved by 4-5 times in terms of less man-hours of work to get GPU PhysX done.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> So how many GPU PhysX games are we going to see in upcoming years?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Rev Lebaredian:</strong></span> I think you’ll see more GPU PhysX games next year than you did this year, and I would expect to see a lot more in 2013. PhysX 3 and APEX are now just getting integrated–that’s why you see that kind of lag.</p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Tony Tamasi:</strong></span> We’ve also taken steps to integrate it [APEX/GPU PhysX] in major engines, like UE3—that enables a lot more developers to be able to use it out of the box now. When we did the GPU titles in 2009, essentially we have to do that integration each time. So there should be a large increase in GPU physics content just because it’s easier.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com: </span>And for how long are you planning to further develop and use PhysX Technology?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Tony Tamasi:</strong></span> As long as we can see!</p>
<p style="text-align: justify; padding-left: 30px;"><strong><span style="color: #800000;">Ashu Rege:</span></strong> The interesting thing is that we haven’t even touched, frankly, the surface of the cool new things that can be done in many directions; things like heightfield fluid simulation, better cloth–I mean, there are so many different improvements, for both algorithms and technology as well as improvement for the tools so developers can integrate these features much faster.</p>
<p style="text-align: justify; padding-left: 30px;">So yes, we keep working.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> Is the fact that GPU PhysX is exclusive to NVIDIA some kind of barrier for GPU PhysX adoption?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Rev Lebaredian:</strong></span> It is not a secret that most of game developers are concerned about consoles. PC for them is a smaller SKU usually, so PhysX not running on competitor GPUs  does not really matter that much to them.</p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Tony Tamasi:</strong></span> For every title we have worked on; for every one that I’m aware, that was never a reason for someone to use or not to use GPU PhysX.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com: </span>Do you have any plans to port GPU PhysX to DX11 (Direct Compute) or OpenCL?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><strong><span style="color: #800000;">Rev Lebaredian:</span></strong> No plans to do it. Maybe if there will be a good reason for that in the future, but there is no current plan.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> So developers are not asking you to port GPU PhysX to OpenCL?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Tony Tamasi:</strong></span> Nope.</p>
<p style="text-align: justify; padding-left: 30px;"><strong><span style="color: #800000;">Rev Lebaredian:</span></strong> No.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com: </span>Are GPU PhysX effects going to be friendlier to multi-core CPUs in the future?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Tony Tamasi:</strong></span> You can use multi-core CPUs in PhysX 2.8, but it requires a lot of extra work to do that.  In PhysX 3 most solvers are parallelized across as many threads as are available.</p>
<p style="text-align: justify; padding-left: 30px;"><strong><span style="color: #800000;">Rev Lebaredian:</span></strong> It is usually not possible to get linear scaling with increasing numbers of CPU cores automatically. It is not reasonable to expect that if you’ll throw 8 cores at it, it will be 8 times faster.  However, we’ve done a lot of work in PhysX 3 to maximize usage of multiple CPU cores whenever possible.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> What do you think about Hybrid PhysX? Isn’t it for good?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Rev Lebaredian:</strong></span> Good at what cost?</p>
<p style="text-align: justify; padding-left: 30px;">Supporting it would be a huge amount of QA for us, and it would be weird too – if we’ll find a bug in AMD’s drivers, what will we do?</p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Ashu Rege: </strong></span>For the foreseeable future we will not supporting it officially. If it works- it works, if some guys can figure out how to make it work – great for them.</p>
<p style="text-align: justify;"><em>After discussion of common topics, we have moved to more specific questions regarding PhysX SDK and NVIDIA APEX toolset.</em></p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> New PhysX SDK 3. Has it already equals the hopes or was it waste of time, which has created more problems that it has solved?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Tony Tamasi: </strong></span>As far as I can tell, every developer we talked to is happy with it.</p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Rev Lebaredian:</strong></span> We have had developers demand to use it over 2.8, and that’s actually accelerated our plans for getting APEX working with it.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhyXInfo.com: </span>So developers now prefer PhysX 3 over 2.8?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><strong><span style="color: #800000;">Rev Lebaredian:</span></strong> Yes.</p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Ashu Rege: </strong></span>We build it to satisfy all their needs, so it would be really strange if they won’t use it. And we will be continuing to improve it to meet what developers are asking for.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> Will PhysX SDK support next-generation consoles in the future?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Rev Lebaredian:</strong></span> Here is what we can say: we will always support all platforms that are relevant to our developers, so when the next generation consoles will become a reality, we will be on it.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com: </span>Will PhysX SDK remain focused on games/game development area only?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Tony Tamasi: </strong></span>The focus is games. People can use it for visual effects or for manufacturing–that is awesome. And if we can do some incremental work to enable them, we’ll do that when we can, but the focus is games.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com: </span>Are you thinking about enhancing PhysX/APEX product line with additional middleware packages, for animation or AI simulation, for example?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Ashu Rege:</strong></span> We work closely with our partners, with Natural Motion, with Autodesk, with game engine guys, but we are not interested in participating in that market; making money selling software. So it is not our goal to enter all of these areas.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> What is the current development course for NVIDIA APEX?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><strong><span style="color: #800000;">Rev Lebaredian:</span></strong> We have decided to currently focus on two modules that have the highest priority for game developers – Clothing and Destruction.</p>
<div id="attachment_6453" class="wp-caption aligncenter" style="width: 560px"><img class="size-full wp-image-6453" title="EvE_APEX" src="http://physxinfo.com/news/wp-content/uploads/2011/10/EvE_APEX.jpg" alt="" width="550" height="265" /><p class="wp-caption-text">EvE Online: APEX Clothing will make your hair long and silky</p></div>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> When we are going to see APEX with PhysX SDK 3 support? What are going to be the benefits, in comparison to current APEX with SDK 2.8?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><strong><span style="color: #800000;">Rev Lebaredian:</span></strong> Internally we already have version that works with PhysX 3. That’s one of the things on the roadmap. APEX 1.2 is going to be the first version of APEX we’ll release that will support PhysX 3.</p>
<p style="text-align: justify; padding-left: 30px;">Essentially, the benefits will be all the benefits that you get from PhysX 3 – better performance, and we’ll have all new features, new solvers, and all that kind of stuff.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> Are you planning to port APEX to mobile platforms?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Rev Lebaredian:</strong></span> Yes.</p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Ashu Rege:</strong></span> Internally, we already have all of those working.</p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Tony Tamasi:</strong></span> And as soon as mobile devices will support CUDA, we’ll have GPU computation on mobile devices too.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> APEX Destruction 1.1 will include fully functional GPU Rigid body solver (you were able to see in Art Gallery demo at GDC 11) – can you provide more details about it? Is this already finished technology or first iteration with many improvements to come?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><strong><span style="color: #800000;">Rev Lebaredian:</span></strong> We’ve done a lot of work on it since the Art Gallery demo last GDC.  It is more robust now, and behavior is better.  It is essentially the same, or maybe in some cases even better quality than the rigid body behavior in PhysX 2.8</p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Ashu Rege:</strong></span> We are at the point right now where we have three baseline things working–behavior, robustness and performance. We are continuing to enhance and improve it, especially on the performance front. It is using the exact same API [as CPU RB], except some pieces of the API are not implemented yet, so things like joints are not done.</p>
<p style="text-align: center;">
<div id="attachment_6490" class="wp-caption aligncenter" style="width: 560px"><img class="size-full wp-image-6490 " title="UDK_GRB" src="http://physxinfo.com/news/wp-content/uploads/2011/10/UDK_GRB.jpg" alt="" width="550" height="265" /><p class="wp-caption-text">Art Gallery demo was featuring GPU Rigid Body physics with up to 10 000 individual objects</p></div>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> What other features are planned for future versions of APEX Destruction?</strong></p>
<p style="padding-left: 30px; text-align: justify;"><span style="color: #800000;"><strong>Rev Lebaredian:</strong></span> There are lots of things we want to do with Destruction, real-time fracturing instead of pre-fracturing, all kinds of stuff. There are a lot of things in the plan and we have ideas on how to implement a lot of them, but what ends up driving features is the content. We work with game developers, see what it is they want, and we will change the priority based on demand.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> New clothing solver was introduced in PhysX SDK 3.1. How does it compare to the previous one?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Tony Tamasi:</strong></span> It is faster and more stable, but it is not complete in terms of the feature set that is in PhysX 2.8, but we are adding those in the future.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com: </span>Are you going to expand this new solver with all the missing functionality, or add additional specialized solvers in the future?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Rev Lebaredian:</strong></span> For collision geometry and similar features, we’ll expand the same solver. We haven’t decided yet, if we’ll want to introduce tearing for example.  That is a likely candidate for a different solver, because it never quite solved this problem correctly anyway. Sometimes it is better to have different solvers that solve different problems.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> Will it support multi-core CPUs to the full extent?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Tony Tamasi: </strong></span>Yes</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> Are you planning to add this new clothing solver to 2.8 PhysX SDK?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Rev Lebaredian: </strong></span>The plan is if the developers are using PhysX 3.1, they can just use the new solver. If the developers are using 2.8 and they can’t switch to 3.1 for whatever reason, we can take the solver and make it build with APEX, so that they can continue to use PhysX 2.8 for all of their normal physics stuff and also use the 3.1 cloth solver with APEX Clothing.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> Is authoring pipeline going to be different for new solver?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Rev Lebaredian: </strong></span>There are some modifications we’ve made. The parameter space is different and there are some new features, like tapered capsules for collision geometry–we obviously had to change DCC plug-in to support that.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> When are we going to see new clothing solver in action?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Tony Tamasi: </strong></span>In games shipping next year.</p>
<p><em>As for us, all of the above sounds trustworthy enough and yet promising.</em></p>
<p><em>And what do you think ? Tell us in comments.</em></p>
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		<title>NVIDIA Glowball demo showcases PhysX calculations on Tegra 3 device</title>
		<link>http://physxinfo.com/news/5793/nvidia-glowball-demo-showcases-physx-calculations-on-tegra-3-device/</link>
		<comments>http://physxinfo.com/news/5793/nvidia-glowball-demo-showcases-physx-calculations-on-tegra-3-device/#comments</comments>
		<pubDate>Mon, 30 May 2011 07:45:31 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Other]]></category>
		<category><![CDATA[PhysX Hardware]]></category>
		<category><![CDATA[Android]]></category>
		<category><![CDATA[Cloth]]></category>
		<category><![CDATA[Mobile]]></category>
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		<category><![CDATA[Tegra]]></category>
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NVIDIA has has published a nice video, that is showcasing technical demo called &#8220;Glowball&#8221;, running on their next quad-core mobile chip known as &#8220;Project Kal-EL&#8221; or Tegra 3, presumably.

Glowball demo features some complex (for a mobile device) real-time dynamic lighting and shadowing effects, and decent level of PhysX based physics calculations &#8211; rigid body barrels [...]]]></description>
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<p style="text-align: justify;">NVIDIA has has <a href="http://blogs.nvidia.com/2011/05/project-kal-el-demo-previews-future-of-mobile-gaming/" target="_blank">published</a> a nice video, that is showcasing technical demo called &#8220;Glowball&#8221;, running on their next quad-core mobile chip known as &#8220;<strong>Project Kal-EL</strong>&#8221; or <strong>Tegra 3</strong>, presumably.</p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="390" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/eBvaDtshLY8?fs=1&amp;hl=en_GB&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="390" src="http://www.youtube.com/v/eBvaDtshLY8?fs=1&amp;hl=en_GB&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;">Glowball demo features some complex (for a mobile device) real-time dynamic lighting and shadowing effects, and decent level of <strong>PhysX</strong> based physics calculations &#8211; rigid body barrels and drapes, fully simulated as cloth obejcts.</p>
<p style="text-align: justify;">Cloth simulation is partically interesting: scene contains 10 drapes, likely 100-150 vertices each, affected by gravity and board movement, calculated simultaneously &#8211; new kind of physics effects for mobile devices. This tech can be used not necessarily for flags or banners, but for dynamic clothing on characters, for example.</p>
<p style="text-align: justify;">Demo was running on <strong>PhysX SDK</strong> 2.8.4.5.</p>
<p style="text-align: justify;"><strong>Update:</strong> <a href="http://www.youtube.com/watch?v=LfNxbbJgSMQ&amp;t=1m47s" target="_blank">More physical demos</a> on Tegra 3 platform</p>
<p style="text-align: justify;">Mobile devices are interesting environment for PhysX SDK to evolve and adapt, so we are eager to see how things will play out in this direction.</p>
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		<title>NVIDIA APEX and UDK: Destruction Project</title>
		<link>http://physxinfo.com/news/5625/nvidia-apex-and-udk-destruction-project/</link>
		<comments>http://physxinfo.com/news/5625/nvidia-apex-and-udk-destruction-project/#comments</comments>
		<pubDate>Sun, 24 Apr 2011 10:43:25 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Other]]></category>
		<category><![CDATA[APEX]]></category>
		<category><![CDATA[UDK]]></category>
		<category><![CDATA[Video]]></category>

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Since March version of Unreal Development Kit, that has brought us NVIDIA APEX integration, users are playing with the new features trying to figure out their capabilities and limitations.
One of the most noticeable examples is this Destruction Project by the user named RU1NOUS. Even in current state it is demostrating nice a clean level design, [...]]]></description>
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<p style="text-align: justify;">Since March version of <strong>Unreal Development Kit</strong>, that has brought us <a href="http://physxinfo.com/news/4943/gdc-2011-epic-games-announces-dx-11-and-nvidia-apex-integration-with-unreal-engine-3-2/" target="_blank">NVIDIA APEX integration</a>, users are playing with the new features trying to figure out their capabilities and limitations.</p>
<p style="text-align: justify;">One of the most noticeable examples is this <a href="http://forums.epicgames.com/showthread.php?t=773865" target="_blank">Destruction Project</a> by the user named <em>RU1NOUS</em>. Even in current state it is demostrating nice a clean level design, good usage of general APEX Destruction features and interaction of APEX actors with tearable cloth objects.</p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="390" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/V5jSPPmY_VE?fs=1&amp;hl=en_GB&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="390" src="http://www.youtube.com/v/V5jSPPmY_VE?fs=1&amp;hl=en_GB&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;">Currently, APEX Destruction still requires a lot of work to make it really powerful and practical fracturing/destruction simulation tool, so let&#8217;s hope NVIDIA has all necessary additions on the roadmap.</p>
<p style="text-align: justify;">We&#8217;ll try to keep the eye on<em> RU1NOUS&#8217;s</em> work and will update this post accordingly.</p>
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		<title>NVIDIA: PhysX continues to play an important role for us</title>
		<link>http://physxinfo.com/news/5591/nvidia-physx-continues-to-play-an-important-role-for-us/</link>
		<comments>http://physxinfo.com/news/5591/nvidia-physx-continues-to-play-an-important-role-for-us/#comments</comments>
		<pubDate>Sun, 17 Apr 2011 13:02:10 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Articles, Reviews]]></category>
		<category><![CDATA[Other]]></category>
		<category><![CDATA[Interview]]></category>
		<category><![CDATA[Nvidia]]></category>
		<category><![CDATA[PhysX]]></category>

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If you are know PhysX only as GPU accelerated physics effects for PC games, lack of news and announcements of new GPU PhysX titles may give you an idea that NVIDIA has decided to drop support for PhysX completely. Forum threads like &#8220;Is PhysX Dead?&#8221; or &#8220;Physx dead?&#8220;, popping up from time to time, are [...]]]></description>
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<p style="text-align: justify;">If you are know <a href="http://physxinfo.com/wiki/Main_Page">PhysX</a> only as <a href="http://physxinfo.com/wiki/NVIDIA_PhysX">GPU accelerated</a> physics effects for PC games, lack of news and announcements of new GPU PhysX titles may give you an idea that NVIDIA has decided to drop support for PhysX completely. Forum threads like &#8220;<a href="http://forums.nvidia.com/index.php?showtopic=189563" target="_blank">Is PhysX Dead?</a>&#8221; or &#8220;<a href="http://www.overclock.net/nvidia/651420-physx-dead.html" target="_blank">Physx dead?</a>&#8220;, popping up from time to time, are indicating &#8211; users are worried.</p>
<p style="text-align: justify;">We were able to contact <strong>NVIDIA</strong> and <strong>Mike Skolones</strong>, product manager for PhysX, has revealed us the company&#8217;s plans regarding PhysX Technology.</p>
<p style="text-align: justify;"><span style="color: #008080;"><strong>PhysXInfo.com:</strong></span><strong> Is PhysX still playing important role for  NVIDIA ? Are you planning to use and evolve the PhysX Technology over  the years, or thinking about abandoning it in a favor for other  solutions ?</strong></p>
<p style="text-align: justify;"><span style="color: #993300;"><strong>Mike Skolones:</strong></span> PhysX has been and continues to play <span style="text-decoration: underline;">an important role</span> for NVIDIA, as  well as for the thousands of game developers who use PhysX for physics  simulation across a broad range of platforms, including PC, Xbox360,  PLAYSTATION 3, Nintendo Wii , iOS (including iPhone, iPod, and iPad),  OSX, Linux, and Android (including NVIDIA Tegra™ devices), MMO servers  running Linux and Windows; OSX ports; and Windows games, where  GPU-accelerated advanced simulation is poised for continued growth.</p>
<div id="attachment_5603" class="wp-caption aligncenter" style="width: 573px"><img class="size-full wp-image-5603" title="Monster_Madness_Android" src="http://physxinfo.com/news/wp-content/uploads/2011/04/Monster_Madness_Android.jpeg" alt="" width="563" height="254" /><p class="wp-caption-text">Monster Madness - one of the fist games that utilizes PhysX SDK on Android platform</p></div>
<p style="text-align: justify;">More  importantly, because PhysX continues to be the choice of developers for  integration into world’s leading commercial game engines, including  Unreal Engine 3, Trinigy, Unity, Torque, Gamebryo, Lightspeed, Hero, and  Dark Basic, not to mention other internal tech engines which also use  PhysX, designers and artists know they have compelling development  platforms they can immediately take advantage for making their games  that much more realistic and interactive.</p>
<p><span id="more-5591"></span></p>
<p style="text-align: justify;"><span style="color: #008080;"><strong>PhysXInfo.com:</strong></span> <strong>One may said that GPU accelerated PhysX is dead, since there is no  new titles with PhysX support on the horizon. Is the situation going to  change in near future, and if yes &#8211; what are you planning to oppose the  inceptive competition (like OpenCL Bullet) ?</strong></p>
<p style="text-align: justify;"><span style="color: #800000;"><strong>Mike Skolones:</strong></span> Actually, there are <span style="text-decoration: underline;">quite a few titles</span> on the horizon <span style="text-decoration: underline;">with GPU PhysX  support</span> and more developers everyday are enthusiastically exploring this  technology with an eye toward making their Windows-based games richer  and more exciting. The gaming experience that savvy designers can  deliver with GPU-accelerated PhysX remains unparalleled. NVIDIA is  making a serious investment in PhysX to solve the simulation problems  that are critical to game developers on all of the platforms that are  important to their customers. As the mobile computing revolution  continues to transform the gaming landscape, this effort provides more  and more value each day.</p>
<div id="attachment_5077" class="wp-caption aligncenter" style="width: 573px"><img class="size-full wp-image-5077 " title="APEX_1-0_Beta" src="http://physxinfo.com/news/wp-content/uploads/2011/03/APEX_1-0_Beta.jpg" alt="" width="563" height="255" /><p class="wp-caption-text">NVIDIA APEX Toolset is supposed to help developers integrate PhysX effects</p></div>
<p style="text-align: justify;"><a href="http://physxinfo.com/news/wp-content/uploads/2011/03/APEX_1-0_Beta.jpg" rel="shadowbox[post-5591];player=img;"></a>The PhysX approach is fundamentally different  from the open-source alternative, because in practice what really counts  is the ability to support the whole spectrum of platforms. Game  developers have many conflicting requirements and clearly we want to  support them no matter what library they choose to use for design.  Of  course, the big difference between PhysX and other open source efforts  is that NVIDIA is investing in tools and support for PhysX to directly  support designers.  We help them adopt and integrate our core  technologies and we provide regular updates to address their key issues.   Today that type of support is not available with open source  alternatives.</p>
<p style="text-align: justify;"><span style="color: #008080;"><strong>PhysXInfo.com:</strong></span> <strong>After GDC 2011, you have announced first public release of  artist-friendly NVIDIA APEX physics simulation framework. Are  you planning to update PhysX SDK core (which is still based on old  NovodeX engine) to enhance performance/features based on a modern  platforms capabilities, and further improve recently added APEX  сomponents ?</strong></p>
<p style="text-align: justify;"><span style="color: #800000;"><strong>Mike Skolones:</strong></span> You bet. The PhysX SDK v. 3.0 is now in beta, and is in the hands of a  great number of developers. Although PhysX will always have its roots in  Novodex, version 3.0 is a solid re-write of the whole core of PhysX.  The PhysX-3 code base is now substantially cleaner, which is absolutely  critical to achieve optimal performance across all modern gaming  platforms.</p>
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		<title>APEX 1.1 will include APEX Turbulence, APEX 1.2 will add GPU Rigid bodies</title>
		<link>http://physxinfo.com/news/5482/apex-1-1-will-include-apex-turbulence-apex-1-2-will-add-gpu-rigid-bodies/</link>
		<comments>http://physxinfo.com/news/5482/apex-1-1-will-include-apex-turbulence-apex-1-2-will-add-gpu-rigid-bodies/#comments</comments>
		<pubDate>Tue, 05 Apr 2011 20:39:00 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Other]]></category>
		<category><![CDATA[PhysX Tools]]></category>
		<category><![CDATA[APEX]]></category>
		<category><![CDATA[Developer]]></category>
		<category><![CDATA[Nvidia]]></category>
		<category><![CDATA[Website]]></category>

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NVIDIA has prepared a &#8220;surprise&#8221; &#8211; fully upgraded and rewamped Developer Zone.
Among with full set of new features and content, PhysX section was renovated too (previously, certain parts were staying without update for years).

Browsing through new website, we have found some intersting data, never revealed before &#8211; for example, APEX FAQ states that:
What APEX modules [...]]]></description>
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<p>NVIDIA has prepared a &#8220;surprise&#8221; &#8211; fully upgraded and rewamped <a href="http://developer.nvidia.com/" target="_blank">Developer Zone</a>.</p>
<p>Among with full set of new features and content, PhysX section was renovated too (previously, certain parts were staying without update for years).</p>
<p><img class="aligncenter size-full wp-image-5486" title="APEX_SplashScreen" src="http://physxinfo.com/news/wp-content/uploads/2011/04/APEX_SplashScreen.png" alt="" width="160" height="90" /></p>
<p>Browsing through new website, we have found some intersting data, never revealed before &#8211; for example, <a href="http://developer.nvidia.com/apex-faq">APEX FAQ</a> states that:</p>
<blockquote><p>What APEX modules are available?</p>
<p>APEX 1.1 will include Turbulence and APEX 1.2 will include APEX  Destruction with GPU Rigid Bodies. If you are interested in Turbulence  or Destruction with GPU rigid bodies, please email us at apex-beta@nvidia.com.</p></blockquote>
<p><tt>APEX 1.0 Beta was <a href="http://physxinfo.com/news/5073/nvidia-apex-1-0-beta-is-now-available-details/" target="_blank">released to public</a> several weeks ago.</tt></p>
<p>Several updated pages we recommend you to visit:</p>
<p><a href="http://developer.nvidia.com/physx">Main PhysX page</a></p>
<p><a href="http://developer.nvidia.com/apex">APEX Page</a></p>
<p><a href="http://developer.nvidia.com/apex-faq">APEX FAQ</a></p>
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		<title>Clothing simulation solutions for games</title>
		<link>http://physxinfo.com/news/5390/clothing-simulation-solutions-for-games/</link>
		<comments>http://physxinfo.com/news/5390/clothing-simulation-solutions-for-games/#comments</comments>
		<pubDate>Tue, 22 Mar 2011 16:20:36 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Articles, Reviews]]></category>
		<category><![CDATA[Other]]></category>
		<category><![CDATA[Article]]></category>
		<category><![CDATA[Cloth]]></category>
		<category><![CDATA[Havok]]></category>

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Physical simulation of character clothing is yet inceptive, but very promising trend and a great way to make game characters more believable.

We are giving an overview of most interesting cloth simulation packages in our new article : &#8220;Clothing simulation solutions for games&#8220;.
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<p style="text-align: justify;">Physical simulation of character clothing is yet inceptive, but very promising trend and a great way to make game characters more believable.</p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-5394" title="Cloth_simss_Maya" src="http://physxinfo.com/news/wp-content/uploads/2011/03/Cloth_simss_Maya.jpg" alt="" width="400" height="252" /></p>
<p style="text-align: justify;">We are giving an overview of most interesting <strong>cloth simulation packages</strong> in our new article : &#8220;<a href="http://physxinfo.com/articles/?page_id=389">Clothing simulation solutions for games</a>&#8220;.</p>
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		<title>GDC 2011: Video of DX11 Samaritan Demo from Epic Games</title>
		<link>http://physxinfo.com/news/5027/gdc-2011-video-of-dx11-samaritan-demo-from-epic-games/</link>
		<comments>http://physxinfo.com/news/5027/gdc-2011-video-of-dx11-samaritan-demo-from-epic-games/#comments</comments>
		<pubDate>Fri, 04 Mar 2011 19:39:41 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Other]]></category>
		<category><![CDATA[DX11]]></category>
		<category><![CDATA[Epic]]></category>
		<category><![CDATA[GDC 2011]]></category>
		<category><![CDATA[Video]]></category>

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Multiplayer.it website has published hand camera footage of next-gen Samaritan Demo, showcased behind closed doors by Epic Games few days ago. Previously, only screenshots were revealed to public.
Update: cam video replaced with official one

This demo relies heavily on DX11 technology, and also utilizes APEX Clothing and APEX Destruction modules at certain degree. One may say, [...]]]></description>
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<p style="text-align: justify;"><em>Multiplayer.it</em> website has published hand camera footage of next-gen <strong>Samaritan Demo</strong>, showcased behind closed doors by Epic Games few days ago. Previously, only screenshots were <a href="http://www.g4tv.com/images/3985/Unreal-Engine-3---Samaritan/66191/" target="_blank">revealed to public</a>.</p>
<p style="text-align: justify;"><strong>Update:</strong> cam video replaced with official one</p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="390" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/RSXyztq_0uM?fs=1&amp;hl=en_GB&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="390" src="http://www.youtube.com/v/RSXyztq_0uM?fs=1&amp;hl=en_GB&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;">This demo relies heavily on <strong>DX11</strong> technology, and also utilizes <span style="text-decoration: underline;">APEX Clothing</span> and <span style="text-decoration: underline;">APEX Destruction</span> modules at certain degree. One may say, that physics effects fit organically into the demo composition, but we&#8217;ll say they are almost unnoticable, unfortunately.</p>
<p style="text-align: justify;">But in general, demo looks great.</p>
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		<title>Physics demos from NVIDIA GTC keynote</title>
		<link>http://physxinfo.com/news/4331/physics-demos-from-nvidia-gtc-keynote/</link>
		<comments>http://physxinfo.com/news/4331/physics-demos-from-nvidia-gtc-keynote/#comments</comments>
		<pubDate>Tue, 21 Sep 2010 17:44:26 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Other]]></category>
		<category><![CDATA[Demo]]></category>
		<category><![CDATA[GTC]]></category>

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		<description><![CDATA[Several interesting physical demos were presented during GTC 2010 Keynote.]]></description>
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<p style="text-align: justify;"><a href="http://physxinfo.com/news/374/gt-physx-demonstrations-from-jen-hsun-huang-keynote/" target="_blank">As good tradition</a>, several <span style="text-decoration: underline;">interesting physical demos</span> were presented during <strong>GTC Day 1 Keynote</strong> by <span style="text-decoration: underline;">Tony Tamasi</span>, Senior Vice President Content and Technology in NVIDIA.</p>
<p style="text-align: justify;"><strong>First one</strong> was showing some <span style="text-decoration: underline;">high-fidelity smoke</span> simulation, with particles interacting fully with characters, producing nice fluid and turbulent behaviour.</p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="385" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/ZwoJ-upjeKo?fs=1&amp;hl=en_US&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="385" src="http://www.youtube.com/v/ZwoJ-upjeKo?fs=1&amp;hl=en_US&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: center;"><a href="http://physxinfo.com/news/wp-content/uploads/2010/09/GTC_smoke_2.jpg" rel="shadowbox[post-4331];player=img;" title="GTC_smoke_2"><img class="alignnone size-medium wp-image-4343" title="GTC_smoke_2" src="http://physxinfo.com/news/wp-content/uploads/2010/09/GTC_smoke_2-300x166.jpg" alt="" width="300" height="166" /></a> <a href="http://physxinfo.com/news/wp-content/uploads/2010/09/GTC_smoke_3.jpg" rel="shadowbox[post-4331];player=img;" title="GTC_smoke_3"><img class="alignnone size-medium wp-image-4340" title="GTC_smoke_3" src="http://physxinfo.com/news/wp-content/uploads/2010/09/GTC_smoke_3-300x166.jpg" alt="" width="300" height="166" /></a></p>
<p><span id="more-4331"></span></p>
<p style="text-align: justify;">Second one, more impressive from our opinion &#8211; water simulation inspired by <a href="http://www.youtube.com/watch?v=g2lsuk4rybY" target="_blank">Lighthouse scene</a> from Stanford Computer Science, but this time running in realtime, on one GPU.</p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="385" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/1JrM4ujLY_A?fs=1&amp;hl=en_US&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="385" src="http://www.youtube.com/v/1JrM4ujLY_A?fs=1&amp;hl=en_US&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;"><a href="http://physxinfo.com/news/3405/physx-research-real-time-simulation-of-large-bodies-of-water/" target="_blank">Hybrid solver</a>, based on heightfiled fluids and particles &#8211; very similar to the one in <a href="http://physxinfo.com/news/2522/nvidia-physx-demo-raging-rapids-ride/" target="_blank">Raging Rapids Ride</a> &#8211; was used.</p>
<p style="text-align: center;"><a href="http://physxinfo.com/news/wp-content/uploads/2010/09/Lighthouse-GTC-1.jpg" rel="shadowbox[post-4331];player=img;" title="Lighthouse GTC - 1"><img class="alignnone size-medium wp-image-4372" title="Lighthouse GTC - 1" src="http://physxinfo.com/news/wp-content/uploads/2010/09/Lighthouse-GTC-1-300x159.jpg" alt="" width="300" height="159" /></a> <a href="http://physxinfo.com/news/wp-content/uploads/2010/09/Lighthouse-GTC-2.jpg" rel="shadowbox[post-4331];player=img;" title="Lighthouse GTC - 2"><img class="alignnone size-medium wp-image-4373" title="Lighthouse GTC - 2" src="http://physxinfo.com/news/wp-content/uploads/2010/09/Lighthouse-GTC-2-300x159.jpg" alt="" width="300" height="159" /></a></p>
<p style="text-align: center;"><a href="http://physxinfo.com/news/wp-content/uploads/2010/09/Lighthouse-GTC-3.jpg" rel="shadowbox[post-4331];player=img;" title="Lighthouse GTC - 3"><img class="alignnone size-medium wp-image-4374" title="Lighthouse GTC - 3" src="http://physxinfo.com/news/wp-content/uploads/2010/09/Lighthouse-GTC-3-300x159.jpg" alt="" width="300" height="159" /></a> <a href="http://physxinfo.com/news/wp-content/uploads/2010/09/Lighthouse-GTC-4.jpg" rel="shadowbox[post-4331];player=img;" title="Lighthouse GTC - 4"><img class="alignnone size-medium wp-image-4375" title="Lighthouse GTC - 4" src="http://physxinfo.com/news/wp-content/uploads/2010/09/Lighthouse-GTC-4-300x159.jpg" alt="" width="300" height="159" /></a></p>
<p style="text-align: center;"><a href="http://physxinfo.com/news/wp-content/uploads/2010/09/Lighthouse-GTC-5.jpg" rel="shadowbox[post-4331];player=img;" title="Lighthouse GTC - 5"><img class="alignnone size-medium wp-image-4376" title="Lighthouse GTC - 5" src="http://physxinfo.com/news/wp-content/uploads/2010/09/Lighthouse-GTC-5-300x159.jpg" alt="" width="300" height="159" /></a> <a href="http://physxinfo.com/news/wp-content/uploads/2010/09/Lihthouse-GTC-6.jpg" rel="shadowbox[post-4331];player=img;" title="Lihthouse GTC - 6"><img class="alignnone size-medium wp-image-4377" title="Lihthouse GTC - 6" src="http://physxinfo.com/news/wp-content/uploads/2010/09/Lihthouse-GTC-6-300x159.jpg" alt="" width="300" height="159" /></a></p>
<p style="text-align: center;"><a href="http://physxinfo.com/news/wp-content/uploads/2010/09/Lighthouse-GTC-7.jpg" rel="shadowbox[post-4331];player=img;" title="Lighthouse GTC - 7"><img class="alignnone size-medium wp-image-4378" title="Lighthouse GTC - 7" src="http://physxinfo.com/news/wp-content/uploads/2010/09/Lighthouse-GTC-7-300x159.jpg" alt="" width="300" height="159" /></a> <a href="http://physxinfo.com/news/wp-content/uploads/2010/09/Lihthouse-GTC-8.jpg" rel="shadowbox[post-4331];player=img;" title="Lihthouse GTC - 8"><img class="alignnone size-medium wp-image-4379" title="Lihthouse GTC - 8" src="http://physxinfo.com/news/wp-content/uploads/2010/09/Lihthouse-GTC-8-300x159.jpg" alt="" width="300" height="159" /></a></p>
<p style="text-align: justify;">Of course, those are just technical demos, but they are giving a good glimpse on what future games and future physics engines (PhysX SDK 3.x, anyone ?) may bring us.</p>
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		<title>Manju Hedge, former CUDA and PhysX VP, is leaving NVIDIA to join AMD</title>
		<link>http://physxinfo.com/news/3060/manju-hedge-former-cuda-and-physx-vp-is-leaving-nvidia-to-join-amd/</link>
		<comments>http://physxinfo.com/news/3060/manju-hedge-former-cuda-and-physx-vp-is-leaving-nvidia-to-join-amd/#comments</comments>
		<pubDate>Tue, 25 May 2010 14:48:48 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Other]]></category>
		<category><![CDATA[Ageia PPU]]></category>
		<category><![CDATA[AMD]]></category>
		<category><![CDATA[Nvidia]]></category>

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KitGuru website has brought us news that Manju Hedge, former CUDA and PhysX Solutions Vice President (previously &#8211; CEO and co-founder of Ageia) has left NVIDIA to join AMD.
Our own sources at NVIDIA are indicating  &#8211; this information is truthful.
However, according to our data, Manju departure won&#8217;t affect PhysX (he hasn&#8217;t been working on PhysX [...]]]></description>
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<p style="text-align: center;"><img class="alignnone size-full wp-image-3080" title="manju_1" src="http://physxinfo.com/news/wp-content/uploads/2010/05/manju_1.jpg" alt="" width="370" height="313" /></p>
<p style="text-align: justify;"><a href="http://www.kitguru.net/components/graphic-cards/faith/nvidias-vp-for-cuda-and-physx-moves-to-amd/" target="_blank">KitGuru</a> website has brought us news that <strong>Manju Hedge</strong>, former CUDA and PhysX Solutions Vice President (previously &#8211; CEO and co-founder of Ageia) <strong>has left NVIDIA</strong> to <strong>join AMD</strong>.</p>
<p style="text-align: justify;">Our own sources at NVIDIA are indicating  &#8211; <strong>this information is truthful</strong>.</p>
<p style="text-align: justify;">However, according to our data, Manju departure <strong>won&#8217;t affect</strong> PhysX (he hasn&#8217;t been working on PhysX for over a year) or CUDA development process in NVIDIA, and his new roll in AMD <strong>won&#8217;t be connected</strong> to game physics related projects (instead, Manju is going to be involved in ISV recruitment).</p>
<p style="text-align: justify;"><strong>Update:</strong> Pursuant to <a href="http://www.forbes.com/feeds/businesswire/2010/05/27/businesswire140261121.html" target="_blank">latest press-release</a>, Manju Hedge will lead <strong>AMD Fusion Experience Program</strong>.</p>
<p style="text-align: justify;"><strong>Update #2:</strong> from <a href="http://www.xbitlabs.com/news/cpu/display/20100527073143_Ex_Nvidia_CUDA_PhysX_Guru_Joins_AMD_to_Promote_Heterogeneous_Multi_Core_Chips.html" target="_blank">X-bit Labs</a> article</p>
<blockquote>
<p style="text-align: justify;">In particular, [Manju Hedge] will manage the developer relations teams that help  independent software developers (ISVs) to implement program code  optimized for heterogeneous multi-core microprocessors.</p>
</blockquote>
<p style="text-align: justify;">We want to thanks <strong>Manju Hedge</strong> for awesome work on PhysX front and wish him best of luck with this new assignment !</p>
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		<title>pCubee: 3D display cube</title>
		<link>http://physxinfo.com/news/2730/pcubee-3d-display-cube/</link>
		<comments>http://physxinfo.com/news/2730/pcubee-3d-display-cube/#comments</comments>
		<pubDate>Fri, 16 Apr 2010 12:17:49 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Other]]></category>
		<category><![CDATA[PhysX SDK]]></category>
		<category><![CDATA[Research]]></category>

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Interesting research project, called pCubee &#8211; five-paneled LCD cube that gives users the appearance that virtual objects are inside and product of two years of work by students at the University of British Columbia &#8211; has drawn our attention recently. Why ? Because software part of pCubee is based on Open Scene Graph and PhysX [...]]]></description>
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<p style="text-align: justify;">Interesting research project, called <a href="http://www.cubee.ca/" target="_blank">pCubee</a> &#8211; five-paneled LCD cube that gives users the appearance that virtual objects are inside and product of two years of work by students at the <em>University of British Columbia</em> &#8211; has drawn our attention recently. Why ? Because software part of <strong>pCubee</strong> is based on <strong>Open Scene Graph</strong> and <strong>PhysX SDK.</strong></p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="385" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/xI4Kcw4uFgs&amp;hl=en_US&amp;fs=1&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="385" src="http://www.youtube.com/v/xI4Kcw4uFgs&amp;hl=en_US&amp;fs=1&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;">As you may see, <strong>pCubee </strong>can handle not only simple rigid bodies collisions, but also more complicated objects, like softbodies (1:20 &#8211; 1:27) and particle systems.</p>
<p style="text-align: justify;">Gonna be interesting to see if this project will evolve from concept to something more consistent, like game console or other consumer entertainment product.</p>
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