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Archive for 2012

PhysX Research: Mass-Conserving Liquids and cloth with Long Range Attachments

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More interesting papers from PhysX research team and Dr. Matthias Müller-Fischer, PhysX SDK Research Lead in NVIDIA.

First paper, called “Mass-Conserving Eulerian Liquid Simulation“, present latest advancements in hybrid fluid solver development – a topic of active research for past several years [previous work].

We present a GPU friendly, Eulerian, free surface fluid simulation method that conserves mass locally and globally without the use of Lagrangian components. Local mass conservation prevents small scale details of the free surface from disappearing, a problem that plagues many previous approaches, while global mass conservation ensures that the total volume of the liquid does not decrease over time. Our method handles moving solid boundaries as well as cells that are partially filled with solids. Due to its stability, it allows the use of large time steps which makes it suitable for both off-line and real-time applications.

We achieve this by using density based surface tracking with a novel, unconditionally stable, conservative advection scheme and a novel interface sharpening method. While our approach conserves mass, volume loss is still possible but only temporarily. With constant mass, local volume loss causes a local increase of the density used for surface tracking which we detect and correct over time. We also propose a density post-processing method to reveal sub-grid details of the liquid surface.We show the effectiveness of the proposed method in several practical examples all running either at interactive rates or in real-time.

At some point this research may be made into new APEX module, according to our information.

Read the rest of this entry »

Written by Zogrim

July 20th, 2012 at 6:20 pm

PhysX System Software 9.12.0613

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NVIDIA has officially presented new version of PhysX System Software9.12.0613.

  • Includes the latest PhysX runtime builds to support all released PhysX content.
  • Changes & fixed issues in this release
    • Performance updates for various applications including Batman Arkham City, Alice 2 and other 2.8.4 applications.
  • Supports NVIDIA PhysX acceleration on all GeForce 8-series, 9-series, 100-series, 200-series, 300-series, 400-series, 500-series, and 600-series GPUs with a minimum of 256MB dedicated graphics memory. Note: Some applications may have higher minimum requirements.

PhysX System Software 9.12.0613 can be downloaded from NVIDIA website.

Written by Zogrim

July 2nd, 2012 at 10:50 pm

Posted in PhysX Drivers

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PhysX System Software 9.12.0604

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Yet another new release of PhysX System Software has arrived with GeForce 304.48 Beta GPU drivers – PSS 9.12.0604.

Update: PSS 9.12.0613

Release Notes are still unknown.

You can download PhysX System Software 9.12.0604 from our server (33 mb).

Please note: direct links are not supported currently.

Written by Zogrim

June 18th, 2012 at 5:10 pm

Posted in PhysX Drivers

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More details on GPU PhysX support in Hawken

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As revealed in our previous article, online mech-based shooter Hawken, currently under development by indie company Adhesive Games, will include additional GPU accelerated PhysX effects.

Update: Hawken Closed Beta: PhysX Effects Preview

In-depth interview, published today on GeForce.com website, sheds more light on GPU PhysX support, and various types of already implemented and upcoming physics effects (apart from other topics).

Lot of the stuff [uses] PhysX Particles, so when players are shooting at walls or other mechs you’re going to see debris, you’re going to see chunks of stuff go flying everywhere, looking very realistic, and those particles won’t just disappear, you’re going to see that stuff remaining on the ground, so when a mech takes a big jump off of a building and they land, and the ground cracks, and you see all the debris flying everywhere.

You’re actually going to be able to kick that around in your mech, and you’ll come around a corner and see devastation everywhere.

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Written by Zogrim

June 13th, 2012 at 6:21 pm

PhysX System Software 9.12.0507

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New PhysX System Software 9.12.0507 has appeared with leaked 302.71 Mobile GPU drivers.

Update: PSS 9.12.0604

Release Notes are unknown.

You can download PSS 9.12.0507 from our server (34 mb) or laptopvideo2go.com

Written by Zogrim

May 30th, 2012 at 7:09 pm

Posted in PhysX Drivers

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Passion Leads Army: DX 11 and GPU PhysX Benchmark

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Multiplayer online shooter “Passion Leads Army” (PLA), currently in development by Giant Interactive in cooperation with the Chinese military, was firstly showcased (as a real-time benchmark demo) during Jen-Hsun Huang Keynote at NVIDIA Gaming Festival.

Featuring full DX 11 support (for the first time – in Chinese game) and intense GPU PhysX effects, this UE3 based title has drawn much attention of the audience.

Now, public release of PLA Benchmark gives us the opportunity to try it out by ourselves.

Update: PLA Benchmark overview at GeForce.com

Following DX11 effects can be seen in the benchmark:

  • Tesselation.
  • Horizon-Based Ambient Occlusion (HBAO).
  • Bokeh-DOF effect.

As for GPU PhysX content, it includes:

  • GPU accelerated rigid bodies (destruction scenes).
  • APEX Particles effects (leafs, sparks, debris, dynamic fog).
  • Interactive and tearable PhysX cloth objects.

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Written by Zogrim

May 29th, 2012 at 1:37 am

Posted in PhysX Games

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Updated PhysXLab tool for APEX 1.1

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Updated 1.1 Beta 3 version of PhysXLab, authoring tool for APEX Destruction module, is now available.

Update: PhysXLab 1.1 Beta 4 is available

Update #2: PhysXLab 1.2 is out

PhysXLab 1.1 is compatible with APEX 1.1 release.

Release Notes

  • New Features
    • [Beta 4] “Simulation settings changed” indicator in playground
    • Ability to export “Do Not Fracture” chunks as a single ApexRenderMesh.
    • Mesh texture visualization while in cutout mode.
    • Option to make the playground mesh transparent, so that the bomb widget may be manipulated more easily.
    • PhysXLab project file icon association.
    • Tutorial links in documentation.
    • Instanced chunk highlight options available together.
    • Updated release notes.
    • US7706: Visualization to distinguish non-instanced and instanced (but with 0 offset) chunks.

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Written by Zogrim

May 16th, 2012 at 9:42 pm

Posted in PhysX Tools

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New 2.85 PhysX plug-in released with 3ds Max 2013 and APEX 1.2 support

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In pair with 2.72 plug-in, NVIDIA has presented new 2.85.0427 version of PhysX plug-in for 3ds Max 2013, 2012, 2011 and 2010, both 32-bit and 64-bit versions.

2.85 plug-in is roughly equivalent to MassFX 2013 in terms of features, except that it provides APEX Clothing support instead on mCloth simulation engine.

Update #2: updated 2.86.00806 plug-in for 3ds Max is up.

Update: new 2.86.00717 plug-in for 3ds Max (2010-2013) is released.

  • Support for APEX 1.2 – PhysX 3 cloth.
  • Simulation latency settings.
  • Other improvements and bug-fixes.

Plug-in is temporarily located at Developer Support Center.

Release Notes

  • General
    • General: Support for APEX 1.2 (however, PhysX 3 cloth is not yet functional)
    • General: Support for PhysX SDK 3.2 engine.
  • Read the rest of this entry »

Written by Zogrim

May 16th, 2012 at 8:01 pm

Posted in PhysX Tools

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2.72 PhysX plug-ins for 3ds Max and Maya available

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NVIDIA has released updated PhysX plug-ins of 2.7 branch – 2.72.0421 for 3ds Max (2012 - 2009) and 2.72.0511 for Maya (2013 – 2009).

nvidia-physx

Please Note: 3ds Max 2013 is supported only by 2.85 PhysX plug-in, due to significant compatibility changes in 3ds Max SDK.

Update: new 2.72.0601 plug-in for 3ds Max is now available. Plug-in is temporarily located at Developer Support Center.

2.72 PhysX plug-in for 3ds Max: Release Notes

  • APEX 1.1 update for LOD fixes.
  • APEX Clothing now exporting collision shapes once per asset instead of once per LOD.
  • APEX Clothing fix physical mesh visualization bug.
  • APEX Clothing Latch To Nearest system now only support 30 instead of 32 channels.
  • Fix crash when attempt to generate composite mesh on problematic geometry.
  • Removed friction max clamp on rigid body.
  • Fix RayFire bug – some convex fails to simulate.
  • Pop-up previewer fixes for textures usage crashes.

Read the rest of this entry »

Written by Zogrim

May 16th, 2012 at 8:00 pm

Posted in PhysX Tools

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PhysX SDK 3.2: final version is available

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After three rounds of beta testing, NVIDIA has finally released new PhysX SDK 3.2 for Windows, Linux, Mac OSX and Android platforms.

Update: PhysX SDK 3.2.1 is released

Update #2: PhysX SDK 3.2.2 is available

You can check full Release Notes here: PhysX SDK 3.2 Release Notes

Free binary versions of PhysX SDK 3.2 are available for download through Developer Support Center (our registration guide) or new PhysX Registered Developer Program.

Written by Zogrim

May 10th, 2012 at 12:27 pm

Posted in PhysX SDK

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