Archive for the ‘PhysX SDK’ Category
However, due to its simplified nature, PhysX 3 cloth solver is also missing some features, such as tearing, two-way interaction with rigid bodies and self-collision support.
As the first step, updated version of the clothing solver, which will be introduced in PhysX SDK 3.3 and APEX Clothing 1.3 module, will include new self-collision algorithm, that will allow cloth to behave more naturally and also improve formation of folds and wrinkles.
In addition to self-collision, improved cloth solver also supports inter-collision between multiple cloth actors (take that, 2.8 cloth !) for qualitative simulation of complex multi-layered clothing.
For a note, full-body clothing assets, presented in the video, contain roughly ~ 10 000 simulated cloth vertices each and are running on GPU in real-time.
Quite interesting technical demo video was revealed today by Matthias Müller-Fischer, PhysX SDK Research Lead in NVIDIA.
Update: Real Time Dynamic Fracture explained.
It is showcasing a further evolution of a dynamic real-time fracturing and GPU accelerated rigid body simulation algorithm, firstly presented at GDC 2012. As you may see, improved method works perfectly with complex arbitrary meshes, not just basic shapes.
A paper describing this technology, called “Real Time Dynamic Fracture with Volumetric Approximate Convex Decompositions”, will be available for public download later on, once it will be approved for SIGGRAPH.
NVIDIA has released an updated version of APEX SDK.
Update: APEX SDK 1.2.4 is available
New version is compatible with latest PhysX SDK 3.2.3, and also includes a bunch of bug-fixes and some minor new features.
|APEX SDK 1.2.3 – Release Notes|
- APEX Framework 1.2.3
- NxResourceProvider is now case-insensitive by default. To get the old case-sensitive behavior, set resourceProviderIsCaseSensitive true in the NxApexSDKDesc.
- Fixed issues with re-entrant read locks.
- APEX Destruction 1.2.3
- GPU rigid bodies are no longer supported on pre-Fermi hardware.
- Added actor synchronization filtering by damage event depth and fracture event depth.
- Added NxDestructibleActor::setDeleteFracturedChunks() to tell a destructible actor to delete its fractured chunks instead of simulating them.
- Added NxUserDestructibleSyncHandler::onPreProcessReadBegin() and NxUserDestructibleSyncHandler::onPreProcessReadDone() callbacks.
- Edited NxUserDestructibleSyncHandler::onReadBegin() callback. Removed NxUserDestructibleSyncHandler::onSwizzleDone() callback.
- Added NxDestructibleActorSyncState struct. Edited NxDestructibleActor::setSyncParams() method.
- Edited NxDestructibleActor::setHitChunkTrackingParams() method.
- Added new NxDestructibleAssetStats: maxHullVertexCount, maxHullFaceCount, chunkWithMaxEdgeCount.
- NxDestructibleAsset::createDestructibleActor() renamed to NxDestructibleAsset::createDestructibleActorFromDeserializedState().
- NxDestructibleActor::getPartTM() renamed to NxDestructibleActor::getChunkTM().
- IExplicitHierarchicalMesh::IConvexHull::reduceHull function removes vertices from a convex hull until the given limits are reached (after cooking).
- Added both the destructible actor pointer and the chunk index to the NxApexPhysX3Interface::setContactReportFlags() callback when PhysX 3.x shapes are created.
Recent announcement of Sony’s next-generation PlayStation 4 console has revealed that the new gaming system will be equipped with custom AMD GPU, capable of GPGPU computations – for example, physics simulation. To showcase its processing power, a live demo of GPU accelerated particle simulation, running on the Havok engine, was demonstrated during the event.
Update: official press-release
Update #2: PhysX SDK and APEX – now on Xbox One
An opinions began to emerge, that NVIDIA PhysX SDK engine and PhysX Technology as a whole won’t find its place in the world of next-generation consoles and, thus, will be abandoned quickly.
However, official “PlayStation 4 Tools & Middleware Developers” page says that “following middleware companies have their innovative technology solutions available right now to support PlayStation 4 developers”:
Since NVIDIA does not own any AI or Animation middleware, it is pretty clear that PhysX SDK physics engine is implied here. PhysX SDK will support PlayStation 4 and is already available for developers, as our sources, close to the industry, can confirm.
It is yet unclear, how the situation with GPU acceleration (you know, that “NVIDIA technology running on AMD hardware?!?!” stuff) will be handled on PS4 , but it is now certain – PhysX is here to stay.
Official NVIDIA page for the upcoming Game Developer Conference 2013, which will be held on March 25-29 in San-Francisco, is now online.
Current schedule reveals several presentations, dedicated to APEX and PhysX Technologies. Let’s take a look on what we can expect this year:
March 28th, West Hall, Room #2002
Post Mortem: GPU Accelerated Effects in Borderlands 2
11:15 am - 12:15 pm.
Dane Johnston, Technical Artist, NVIDIA. James Sanders, Director of Visual FX, Gearbox.
Borderlands 2 released to critical acclaim on September 18th, 2012 and showcased a wide variety of NVIDIA CUDA®-accelerated GPU effects. This session will dive into the exact effects that were featured and their benefits to the visual fidelity of the gamer experience.
Side-by-side examples of how GPU-accelerated effects are changing the gaming landscape will be demonstrated in a gaming session. Further examinations into the production process and effects creation will also be explored.
NVIDIA has released yet another set of bug-fixes for PhysX SDK 3.x
Update: PhysX SDK 3.2.4 is available
|PhysX SDK 3.2.3 – Release Notes|
- Quaternions passed through the API are now considered valid if their magnitude is between 0.99 and 1.01.
- Fixed crash when running out of memory on creation of a triangle mesh.
- For applications using floating point exceptions, the SDK will now mask or avoid exceptions arising from invalid floating point operations (inexact and underflow exceptions may still be generated).
- Fixed a bug with recursive use of the PxScene read/write lock.
- Fixed a shutdown bug with very short lived threads on Linux platforms.
- PhysX version number in error messages now printed in hex for easier reading.
- Broad Phase
- Fixed a broad phase crash bug that occurred when deleting shapes with bounds very far from the origin.
APEX SDK 1.2.2 update is now available for download.
Update: APEX SDK 1.2.3 released
New release features PhysX SDK 3.2.2 support, includes a bunch of bug-fixes and several new interesting features, like the ability to calculate static stress for destructible objects.
Updated authoring tools will follow.
|APEX SDK 1.2.2 – Release Notes|
- APEX Framework 1.2.2
- APEX requires the use of the PhysX 3.x scene multiple-reader-single-writer lock to access both APEX and PhysX scene objects when using the PxSceneFlag::eREQUIRE_RW_LOCK flag. This allows the application using APEX to access PhysX objects from multiple threads.
- APEX Destruction 1.2.2
- Option to include use of stress solver in destructibles. The stress solver attempts to detect and break off chunks deemed to be overly-strained.
- Introduced a new parameter struct “StrutureSettings” in the destructible actor. Parameters that make up “StructureSettings” affect all actors’ settings structure-wide.
- New parameters “useStressSolver”, “stressSolverTimeDelay” and “stressSolverMassThreshold” introduced for the stress solver.
- Option to remove all T-junctions from a fractured mesh. This allows post-processing such as deformation to be applied (for example in a DCC tool).
- Ability to control the interior materials used when fracturing selected chunks.
- Ability to add noise to the perimeter faces of cutout chunks.
- APEX Clothing 1.2.2
- New ClothingMeshSkinningMap API to get mesh skinning information, so it can be done in the application.
- New API to add collision objects to a clothing actor. This can be used to implement collision with world objects.
New version of PhysX SDK 3.x is now available. Despite of minor revision number, 3.2.2 release contains massive amount of bug-fixes and new features.
Update: PhysX SDK 3.2.3 is available
|PhysX SDK 3.2.2 – Release Notes|
- Added Microsoft Windows RT (formerly known as Windows on ARM) support.
- Suspended Sony Playstation Vita support.
- Enabled Win64 DEBUG build to use SIMD enabled code path.
- PxScene now exposes methods to make multithreaded sharing of scenes easier, see PxSceneFlags::eREQUIRE_RW_LOCK for details.
- The bounce threshold velocity can be set at run-time with PxScene::setBounceThresholdVelocity. Likewise, it can be queried with PxScene::getBounceThresholdVelocity.
- PxGeometryQuery::mtd() has been added, to compute the Minimum Translational Distance between geometry objects.
- Fixed bug in quaternion to axis/angle routine which failed on negative w values.
- Fixed crash when using ConvX on a PxCollection with external references.
- Fixed a spurious overlapping read/write error report when using simulation call backs in checked builds.
- Fixed return value of Ps::atomicExchange for POSIX based platforms: Linux, Android, IOS and OSX.
- Broad Phase
- Fixed a broad phase crash bug.
NVIDIA has revealed updated APEX SDK 1.2.1, which includes several new features, like GPU Rigid Bodies support for PhysX 3.x branch, and is compatible with latest PhysX SDK 3.2.1.
Update #2: APEX SDK 1.2.2 is available.
Updated authoring tools will follow soon.
Update: PhysXLab 1.2.1 is released.
|APEX SDK 1.2.1 – Release Notes|
- APEX Framework 1.2.1
- NxApexSphereShape getRadius/setRadius use PxF32 instead of PxVec3 to represent the radius.
- APEX Destruction 1.2.1
- Enabled GRB support with PhysX 3.2.1.
- Support multiple interior materials.
- Added hard sleeping option, which turns chunk islands kinematic when they sleep. They may be turned dynamic again if enough damage is applied.
- New sleepVelocityFrameDecayConstant parameter replaces sleepVelocitySmoothingFactor.
- Added edge face noise in cutout mode.
- Removed surface trace functionality (was used for old dust system).
- APEX Clothing 1.2.1
- Support for convex collision added to 3x clothing solver (only a total of 32 planes per clothing actor is supported).
- Self collision parameters moved to the ClothingMaterialLibrary NxParameterized interface.
- Fixed a Clothing Tool issue where the “Generate Tangent Space” button could generate several warning dialogs for certain older clothing assets.
New release of NVIDIA APEX framework is now available for public download.
Update: APEX SDK 1.2.1 is released
Update #2: APEX SDK 1.3 is available
This release includes several major features, like PhysX SDK 3 support and new modules – APEX Turbulence and APEX ForceField.
If you are experiencing troubles with registration, please refer to our updated guide.
Although APEX 1.2 is the first APEX release to feature PhysX 3 support (SDK 3.2 specifically), standalone variant, compatible with SDK 2.8.4, is also available for developers who haven’t upgraded their physics integration to a new engine, but still want to take advantage of the new capabilities of APEX 1.2.
Addition of SDK 3.2 support is distinctive feature of this release, which not only allows developers utilizing the PhysX 3 engine to implement APEX in their games, but also brings all the advancements present in 3.x branch of PhysX SDK.
However, currently there is feature parity for core APEX functionality between the 2.8.4 and 3.2 ports, for most part.
Updated APEX SDK 1.2.1, which will add several missing features, like GPU Rigid Bodies support for 3.x branch, will be available shortly.