Archive for the ‘PhysX Middleware’ Category
Siemens PLM Software, a business unit of the Siemens Industry Automation Division, has announced a new integrated machine design solution aimed at creating value for companies that develop and market machine tools and production machines – Mechatronics Concept Designer.
For physics simulation MCD solution is relaying on PhysX SDK:
Mechatronics Concept Designer also includes a state-of-the-art modeling and simulation capability based on NVIDIA PhysX technology. This physics engine, developed with the PhysX SDK from NVIDIA, is similar to the software technology used in many of today’s modern video games. This groundbreaking approach to simulation makes it easy to quickly create and interactively validate alternative design concepts.
In addition, the user is able to interact with the digital machine model while the simulation is running, providing the ability to test the effects of different inputs in real time. The ability to model real-world physical behavior in the virtual world, based on simplified mathematical models, enables early concept verification that helps detect and correct errors when they are least expensive to resolve.
Actually, this is not the first time PhysX SDK is used for serious simulation frameworks, for example, you can recall Microsoft Robotics Developer Studio, also featuring PhysX integration.
Mir Vadim has revealed a new version of his advanced fragmentation and destruction simulation plug-in for 3ds Max, knows as RayFire Tool.
New features in version 1.51:
- Rebars support. Rigid and Glue.
- Radial Fragmentation type.
- And the best feature so far, RayFire Studios .
As you may remember from out PhysX from Inside Out article, RayFire Tool is relaying heavily on PhysX SDK for complex simulation features.
Create more compelling, dynamic rigid-body simulations directly in the 3ds Max viewport. The multi-threaded NVIDIA® PhysX® engine supports static, dynamic, and kinematic rigid bodies (the latter for rag doll simulations), and a number of constraints: Rigid, Slide, Hinge, Twist, Universal, Ball & Socket, and Gear.
Animators can more quickly create a wider range of realistic dynamic simulations, and can also use the toolset for modeling: for example, creating a randomly placed landscape of rocks. Assigning physical properties – friction, density, and bounciness – is as simple as choosing from a set of initial preset real-world materials and tweaking parameters as required.
Update: Intesting details were revealed by Kenneth Pimentel, Director of Visual Communications Solutions at Autodesk, on CGTalk.com forums
We can also announce an ongoing partnership with nvidia around PhysX. We entered into the partnership a little late to show much results in this pass, but the partnership is significant and on-going. I think you’d be surprised at the number of research threads we’ve kicked off together.
This is specifically to avoid what happened with Reactor. I think we learned our lesson.
PhysX SDK as default physics solution for most Autodesk products ? Why not
Cebas has updated their fluid, rigid body and particle F/X simulation framework, knows as thinkingParticles to version R4.
Moreover, it seems now Cebas is more focused on their own rigid body solver called ShapeCollision 2:
The new ShapeCollision operator incorporates, for the first time ever, true Multi-Core (CPU) support for most parts of its collision detection and overall solving. The accuracy of the solver has been enhanced beyond belief and the stability that you derive is unmatched by the old ShapeCollision or any PhysX simulation.
Speed is always an issue in complex physics simulations, PhysX delivers already fast game quality physics but it is not good enough for the Hollywood style of effects, which need way more accuracy than PhysX can deliver. Thanks to a much more enhanced multi-core (CPU) support that SC has to offer, the simulation times can be reduced by a factor, as much as, 10 times when compared to the good old ShapeCollision!
However, it seems good grain of salt is needed here
A Live Oak tree is hand drawn on-the-fly directly in the SpeedTree 5.1 Modeler. After the tree is created in less than 1 minute, full physical interaction is provided instantly via the APEX Vegetation Module.
Rigid body skeleton is generated automatically during authoring process, and special leaf particle emitters are used to add some more realism.
If you’re interested in more in-depth details about APEX Vegetation features, you can watch presentation called “APEX Vegetation with the SpeedTree Modeler” from recent GDC 2010.
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.
It seems that next “2011″ product line from Autodesk will rely on PhysX SDK in more intensive manner than before. We already wrote about updated PhysX solver in Softimage 2011, and now PhysX plug-in integration is listed in new features set for Autodesk MotionBuilder 2011, character animation software package.
Rigid-body and ragdoll simulations can now be calculated using the Nvidia PhysX plug-in, a feature of particular benefit to games customers using the PhysX middleware.
As you may notice on the screenshot, PhysX SDK 2.8.3 is used for the integration, and apart from rigid body solver plug-in provides cloth simulation features.
Autodesk Softimage is well known 3D modeling, animation, rendering, and compositing solution. Rigid body physics system in Softimage has moved to PhysX SDK with version 5.0, and old physics core wasn’t upgraded since than. However, according to latest press-release, upcoming Softimage 2011 will finally include updated PhysX components
PhysX 2.8.3 — Helps artists create meshless deformations in ICE with the latest NVIDIA PhysX rigid body library. Provides new support for springs and dampers. New library also offers accelerated performance when using the optional addition of an NVIDIA CUDA enabled graphics processing unit (GPU).
Interesting detail – since hardware acceleration support is promised with clear definition of PhysX SDK as “rigid body” solution, it seems that GPU rigid body solver is going to be used.
Update: confirmed via Softimage wiki – “Support for CUDA acceleration for PhysX Rigid Body Dynamics (including ICE)”
Update #2: official press-release from Nvidia
GDC 2010 (Game Developer Conference) is just about to start, and is going to be rich on PhysX related content this year. Apart from session on APEX Clothing integration with EvE Incarna we mentined previously, featured talks will include “Authoring Physically Simulated Destruction with NVIDIA APEX” and “Taking Fluid Simulation Out of the Box: Particle Effects in Dark Void“.
You can read session descriptions via provided links, but actually not only this has catched my eye. Nvidia GDC 2010 page was updated with schedule of presentations, that are going to be demonstrated at Nvidia booth #1702 at March 12-13
Those include such intriguing topics like:
Unity for Engineers – are they planning to demonstrate update physics system in Unity 3.0 ?
Authoring Runtime Animation with NaturalMotion Morpheme 2.3 – I’ve heard that Morpheme is going to be integrated with APEX Clothing, is that it ?
Softimage 2011 Enhanced with PhysX – next version of Softimage will include updated PhysX SDK integration ?
Streamlining PhysX Content in Max – is it related to rumored new physics system in XBR ?
Sadly I can’t visit GDC myself, but I’ll try to provide you with any open or insider information I’ll be able to gather
We are proud to announce our new line of articles, called “PhysX From Inside Out” – view on PhysX SDK from developer’s perspective, within the bounds of certain PhysX based applications.
Or first, pilot article, is dedicated to RayFire Tool – awesome destruction plug-in for 3ds Max. Mir Vadim, RayFire Tool sole developer, has answered some of our questions about RayFire history and PhysX SDK role in plug-in development.
Read The Article - PhysX From Inside Out: RayFire Tool
P.S. I’ve counted on small interview firstly, but Mir Vadim has sended a huge post-mortem like material – must read for every RayFire user and admirer.
Thanks Mir !