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

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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.

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Written by Zogrim

March 8th, 2011 at 6:48 pm

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Post-GDC 2011: new APEX Destruction video showcases GPU rigid bodies

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NVIDIA has uploaded several new videos, showcasing APEX Destruction module in action.

First one is demonstrating long-anticipated feature – GPU accelerated rigid body simulation.

This is actually the first time, when GPU rigid bodies are presented as part of APEX module.

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Written by Zogrim

March 7th, 2011 at 10:19 pm

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GDC 2011: APEX Destruction demo from NVIDIA booth

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User “kproudfoot” has published a short video, that is showcasing interactive demo of APEX Destruction module, running at NVIDIA GDC booth right now.

Update: new APEX Destruction videos

This demo contains one fully destructible level and is likely based on Unreal Engine 3. You can notice decent  number of active rigid bodies but still pretty smooth framerate.

Written by Zogrim

March 4th, 2011 at 4:22 pm

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GDC 2011: 3ds Max 2012 including nRigids with Nvidia PhysX presentation

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NVIDIA has published several Game Technology Theater feature talks, which took place at NVIDIA GDC Booth yesterday, March 2.

This particular one, called “3ds Max 2012 including nRigids with Nvidia PhysX” and presented by Shawn Hendriks from Autodesk, mostly contains general overview of 3ds Max 2012 features (despite of the title), but also provides some information on new mRigids rigid body dynamics system (starting 39:53).

You can view recorded “3ds Max 2012 including nRigids with Nvidia PhysX” presentation here

Written by Zogrim

March 3rd, 2011 at 10:35 pm

3ds Max 2012 announced officially

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Autodesk has officially announced 3ds Max 2012 and 3ds Max Design 2012 – 3D modeling, animation, rendering, and compositing packages.

New set of 3ds Max products introduces first module of unified MassFX simulation system – mRigids rigid body dynamics.

Update: 3ds Max 2012 released – MassFX system overview

With mRigids, you can leverage the multi-threaded NVIDIA® PhysX® engine to create compelling, dynamic rigid-body simulations directly in the 3ds Max viewport. mRigids 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.

MassFX system is based on PhysX plug-in for 3ds Max, and will replace existing Reactor physics engine.

We’ve already reviewed some sneak-peek videos of MassFX and spotted certain vital features – convex decomposition ans substeps control.

In addition, new Maya 2012 is also including PhysX plug-in as part of standart package.

New Simulation Options — Incorporates the multithreaded NVIDIA PhysX engine for static, dynamic and kinematic rigid-body simulations directly in the Maya viewport. The PhysX plug-in also includes kinematic ragdoll simulations and APEX Clothing.

Written by Zogrim

March 1st, 2011 at 5:36 pm

New MassFX video showcases convex decomposition feature

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Autodesk has released another sneak-peek video of MassFX – PhysX SDK (and PhysX plug-in) based physics simulation system for XBR (namely 3ds Max 2012).

Previous video has showed us that substeps control will be included, and this one reveals another interesting feature – composite physical mesh type (previously spotted only in internal versions of PhysX plug-in).

In this case, user will be able to decompose concave mesh (not supported by PhysX SDK natively) into convex pieces, using built-in algorithm, and simulate it as one physical object.

Now, with both convex decomposition and substeps control features MassFX may show itself as pretty effective tool, at least for rigid body simulations.

Written by Zogrim

March 1st, 2011 at 2:15 am

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MSI Kombustor 2.0.0 now includes PhysX simulation features

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New version of Kombustor, MSI’s VGA burn-in test and benchmark utility, is now available.

2.0.0 release brings new graphics benchmark, that includes OpenGL 4 rendering, soft shadows, geometry instancing, tesselation and PhysX SDK based cloth and particles simulation – sort of FurMark, FluidMark and TessMark features fused together.

PhysX simulation in MSI Kombustor, running purely on C2Q CPU

Physics part is pretty robust – it is using latest PhysX SDK and supports both GPU acceleration and multi-core CPU optimizations.

You can download MSI Kombustor 2.0.0 from here.

Written by Zogrim

February 26th, 2011 at 12:01 am

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PhysX based simulation system in Autodesk XBR will be called MassFX

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We already mentioned plans of Autodesk to replace Reactor (using Havok) physics engine in next versions of 3ds Max with a new and probably better one, based on PhysX SDK.

Update: New MassFX sneak-peek video

Recently released “sneak peek” video gives us a short glimpse on this simulation system, and reveals its name – MassFX.

As you may notice, MassFX resembles general design of standart PhysX plug-in from NVIDIA, but also includes some long-anticipated features, like substeps control, for example.

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Written by Zogrim

February 25th, 2011 at 9:38 pm

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APEX Clothing authoring workflow in details

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One of the main features of NVIDIA APEX framework is not only complexity or quality of simulation, but artist-focused authoring pipeline, that allows easy creation of physical content without significant programmer involvement.

Update: PhysX plug-ins for Max and Maya with APEX Clothing features are available.

Update #5: New complete set of official APEX Clothing tutorials.

Authoring process in promising APEX Clothing module (you can remember its debut in Mafia II title) goes through DCC plug-ins for 3ds Max and Maya.

Following tutorials (available previously for plug-in beta users) are giving perfect overview of clothing authoring process, basic capabilities and features, using 3ds Max plug-in as an example.

Tutorial I – Waving flag

APEX Clothing tutorial - 1

Tutorial II – Physically simulated Cape

APEX Clothing tutorial - 2

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Written by Zogrim

January 15th, 2011 at 10:09 pm

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PhysX Visual Debugger 2.0.8 released

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Another update has arrived for PhysX Visual Debugger – debugging application for capturing and analyzing data from PhysX SDK scene.

PhysX Visual Debugger 2.0.8

UPDATE [15.04.2011]: PhysX Visual Debugger 2.0.9 was uploaded, however, it seems that release notes are covering only changes in 2.0.8. version.

Update #2: PVD 2.1 is available.

*** 12-17-2010 ***

  • !Fixed bug where lead developer wasn’t updating the release notes like he should have been!
  • Added three large new features, clips, annotations, and profile information.
  • Made camera movement work better with non-y up axis configurations.
  • Clips and a project system.  You can now split and crop a large capture arbitrarily to create clips. These are all stored together with the project and should allow users to reduce the size of the dataset they are dealing with when they have a large capture. You can also toggle active recording while PVD is capturing. Non-recorded data is of course discarded, each recorded section gets placed into a new clip.
    So we have two use cases supported, the first is to just capture everything then trim out parts that you don’t need. The second is to toggle the recording during capture to trim out things you don’t need at the source.
  • Profiling information is now available for 3.0 datasets on any platform where pvd is supported. New profile view.  View the profiling information captured for one physx frame at a time.
  • Right click and graph any event over the course of the clip.
  • Annotations allow users to mark portions of the presentation where something interesting happens. They save the application state (camera, current frame, etc) and have an arbrary name and description field.  This allows devs to communicate with the physx team and each other specific problems (frame X, dude walks through wall here.  Frame Y, box falls through floor). Ctrl-alt-A is your friend, along with the profile view.
  • 3.0 physx scenes allow pausing just like 2.8 did.  So you can pause a running 3.0 scene.  This works because every actual scene object captures and releases a mutex every frame (at the beginning of the simulate call).  So we won’t pause your application if you are running physx in separate threads than the render or game thread; we will definitely hang the physx related threads while PVD is paused, however.  You can toggle pause during recording by hitting the space bar.

Clips and Annotations information change the nature of PVD to more of a tool that you can capture a dataset with and work in it for a while as well as send the project around for multiple people to comment on various aspects of the capture.

Profiling is already quite useful but is rough and could use feedback around more use cases.

You can download PhysX Visual Debugger 2.0.8 via Developer Support Center.

If you are experiencing trouble with registration of PhysX Developer account, please refer to our registration guide.

Written by Zogrim

December 16th, 2010 at 2:44 am

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