PHYSX NEWS PHYSX SDK
PROJECTS TABLE
GPU PHYSX
GAMES INFO
PHYSX
ARTICLES
PHYSX WIKI FORUM
РУССКИЙ ENGLISH


:: Back to news index ::

Archive for the ‘SIGGRAPH’ tag

SIGGRAPH 2013: Latest improvements to Position Based Fluids

with 3 comments

Our readers may remember Position Based Fluids – new and promising fluid simulation approach, which has got quite a bit of attention few months ago.

Miles Macklin, one of the authors of the PB Fluids method, has presented latest improvements to the algorithm at SIGGRAPH 2013 conference – namely, two-way interaction with rigid bodies and cloth objects, as showcased in the videos below.

* Two-Way Coupling with Rigid Bodies

Read the rest of this entry »

Written by Zogrim

July 25th, 2013 at 10:01 pm

Introduction to Position Based Fluids

with 15 comments

Many of you may have already seen an impressive real-time destruction and fluid simulation demo from GDC 2013.

Update: Position Based Fluids explained

Update #2: Introducing NVIDIA FLEX: unified GPU PhysX solver

We won’t talk about fracturing technology today, instead, let’s focus on the new fluid simulation algorithm, presented in the demo – it is known as Position Based Fluids.

Position Based Fluids is a way of simulating liquids using Position Based Dynamics (PBD), the same framework that is utilized for cloth and deformables simulation in PhysX SDK.

Because PBD uses an iterative solver, it can maintain incompressibility more efficiently than traditional SPH fluid solvers. It also has an artificial pressure term which improves particle distribution and creates nice surface tension-like effects (note the filaments in the splashes). Finally, vorticity confinement is used to allow the user to inject energy back to the fluid.

More details on this a new technique will be available later on, in a SIGGRAPH 2013 paper “Position-Based Fluids” by Miles Macklin and Matthias Mueller-Fischer, and we also expect it to be included in future versions of PhysX SDK or APEX modules.

Written by Zogrim

April 22nd, 2013 at 11:17 am

Technology behind PhysX 3 cloth solver

without comments

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.

Tech talk called “Character Clothing in PhysX 3“, presented by Tae-Yong Kim at SIGGRAPH ASIA 2011, provides in-depth overview of algorithms behind new clothing engine and its features.

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.

Read the rest of this entry »

Written by Zogrim

April 6th, 2012 at 11:14 pm

Posted in PhysX SDK

Tagged with , ,

Siggraph 2011: The Latest Advances in NVIDIA PhysX and APEX Technology

with 2 comments

Autodesk has published a recorded video of a presentation – “The Latest Advances in NVIDIA PhysX / APEX Technology” – that was performed by Daniel Horowitz, engineering manager for PhysX dev. tools in NVIDIA,  at Siggraph 2011.

Update: MassFX: what is coming in future versions of 3ds Max

This presentation is covering such topics as design principles of PhysX and MassFX plug-ins, relationship between those tools, and is also giving an overview on APEX Clothing authoring process and upcoming features.

Some interesting facts:

  • APEX Destruction functionality will be added to PhysX plug-ins in the future. It was also mentioned, that it will be possible to use to use 3d party tools for fracturing (not only default solution in PhysXLab) and also tweak graphical and physical meshes separately.
  • Next release – PhysX plug-in 2.7 will support PhysX SDK 2.8.4, PhysX SDK 3.1 and APEX 1.1
  • APEX Softbodies module was mentioned.
  • Contact Layers feature (basically, collision filtering) will be added in 2.7 plug-in for Maya, and 2.x plug-in for 3ds Max.
  • Patner integration program. For example, PhysX based rigid bodies from Particle Flow plug-ins will be able to interact with MassFX rigid bodies.
  • mCloth module will be based on ClothFX plug-in from Size8Software, but it will fully interact with MassFX rigid bodies, ragdolls, atachments and so on (nice solution to keep PhysX cloth and APEX focused on clothing simulation for games only).

It was promised that new 2.7 PhysX plug-ins will arrive shortly, in a few weeks, so keep an eye on our website for a full review.

Written by Zogrim

August 13th, 2011 at 12:44 pm

SIGGRAPH 2010: Nvidia APEX and Scalability

with 9 comments

Nvidia has recently uploaded APEX related presentation called “APEX : Creating scalable immersive game environments” from their  SIGGRAPH 2010 sponsored sessions list.

Usual overview of APEX framework and current modules (like Destruction and Clothing), which are already familiar to us from past GDC10 and SIGGRAPH09 sessions, is followed by topic never described in detail previously – Scalability and LOD features inside APEX (starts at 32:55).

In general, it’s devided into two components – scalable parameters for each of the modules (like number of particles or cloth vertices), that can be adjusted during authoring to fit into platform computing capabilities..

..and dynamic LOD system, that manages resources destribution between actors and modules, based on current situation and resources budget (for example, clothing on character closer to the camera will be simulated with higher fidelity).

Now, as we know almost everything about APEX, we just need to wait until it will be released to public (standalone, or integrated into popular engines like UE3).

Written by Zogrim

July 29th, 2010 at 11:48 pm

Posted in PhysX Tools

Tagged with ,

NVIDIA APEX lecture video from SIGGRAPH 2009

without comments

November’s Nvidia Developer Newsletter #49 has brought some very interesting material – 50 min. long video of “Creating Immersive Environments With NVIDIA APEX” session from SIGGRAPH 2009 conference.

apex-siggraph2009

It contains in-deph overview of all APEX Modules (FYI, APEX is artist focused framework on top of PhysX SDK), new details and demos, never shown before. Must watch for PhysX developers and people who are simply interested in PhysX future.

Download video (197 mb.)

Written by Zogrim

November 26th, 2009 at 9:16 pm

Posted in PhysX SDK, PhysX Tools

Tagged with , ,

Copyright © 2009-2014. PhysXInfo.com | About PhysXInfo.com project | Privacy Policy
PhysX is trademark of NVIDIA Corporation