Archive for the ‘Cloth’ tag
NvCloth features fast and robust cloth simulation, offers efficient collision detection suitable for animated characters and provides low level interface with little overhead and easy integration.
Simulation can be executed on CPU, or CUDA/DX11 capable GPUs.
NvCloth 1.0 source code branch can be accessed at github.com/NVIDIAGameWorks/NvCloth.
Please Note that you’ll require an approved GitHub account, as described here.
About a month ago, NVIDIA has revealed a new unified GPU accelerated physics framework – NVIDIA FLEX – at “The Way It’s Meant To Be Played” press event in Montreal.
Today, Miles Macklin, physics programmer at NVIDIA and lead-developer of the FLEX system, has joined us to share first-hand details about this exciting technology.
PhysXInfo.com: So what is the NVIDIA FLEX exactly ? What are the main features of FLEX ?
Miles Macklin: FLEX is a multi-physics solver for visual effects.
It grew out of the work I did on Position Based Fluids, which was later extended to support two-way coupling between liquids and different object types such as clothing and rigid bodies.
The feature set is largely inspired by tools like Maya’s nCloth and Softimage’s Lagoa. The goal is to bring the capabilities of these off-line applications to real-time games.
New trailer, that demonstrates GPU accelerated physics effects in a recently released The Bureau: XCOM Declassified title, was revealed today by NVIDIA.
As one may notice, GPU PhysX support in The Bureau includes intensive use of Turbulence and impact debris particles, and also physically simulated cloth objects.
Recent IGN Commentary video has revealed that PC version of “The Bureau: XCOM Declassified“, third-person shooter with tactical elements from 2K Games, will feature, among other improvements, the support for GPU accelerated PhysX effects.
Update: GPU PhysX effects trailer
As one can notice (at 1:30), the Advanced Graphics options menu of The Bureau includes “PhysX Particles” and “PhysX Cloth” settings, that can be switched On and Off separately.
According to information we have recieved so far, The Bureau: XCOM Declassified will be based on PhysX SDK 2.8.4 and Unreal Engine 3, and will feature not only particle (mesh debris) and cloth effects, but also use APEX Turbulence module.
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.
New GPU PhysX trailer for Borderlands 2 title from Gearbox was revealed today, showcasing hardware accelerated physics effects which will be added to PC version of the game.
Update: one hour gameplay video with PhysX effects
Few months ago, several cam footages of first PhysX trailer were uploaded to YouTube, but following demonstration is significantly better – longer, smoother, more detailed, in full HD glory, without tremble and background noise.
So far, hardware accelerated effects will include SPH fluid simulation and rendering (with different behaviour – water, acid, blood, etc), tearable cloth, advanced forcefields manipulation and enhanced weapon effects (impact debris, volumetric smoke, additional particles from explosions).
From technical standpoint, physics in the game will be based on PhysX SDK 2.8.4 and APEX 1.x (may be subject to change).
More interesting papers from PhysX research team and Dr. Matthias Müller-Fischer, PhysX SDK Research Lead in NVIDIA.
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.
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:
- 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.
Autodesk and NVIDIA continue their effort to create the universal physics simulation system for 3ds Max package – it is known as MassFX.
What has changed in new MassFX version, that comes with 3ds Max 2013, in comparison to the first release? We have tried to answer this question in our review.
One of the main new features of MassFX 2013 is the addition of mCloth – cloth simulation module, which was co-developed with Autodesk. Despite the rumors, mCloth uses PhysX 2.8.4 cloth solver for underlying physical calculations.
In comparison to APEX Clothing tools in PhysX plug-ins, mCloth is clearly oriented on VFX area: “one click” set up (no need to skin the mesh and apply movement constraints, as for APEX), full collisions with MassFX rigid bodies with two-way interaction, vertex group operations (like pin or attach to object), support for dynamic and kinematic cloth, ability to bake the simulation in keyframes.
If you are watching over PhysX SDK 3 development process, you may now that all-purpose cloth simulation engine, which can be found in SDK 2.x, was replaced by new specialized PxCloth clothing solver in SDK 3.
Main features of new the solution are:
- Improved performance.
- Better artist control over bending and shearing of the cloth.
- Better handling of high-energy motion.
- Tapered capsules for better character representation.
- Other pleasing features like virtual particles (for increased collision resolution), CCD or particles mass scaling.
We are expecting PxCloth solver to become one of the major features of APEX Clothing 1.2 module, that is supposed to be released in upcoming months.