Creating Immersive Environments With NVIDIA APEX

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    Creating Immersive Environments With NVIDIA APEX - Presentation Transcript

    1. Creating Immersive Environments with NVIDIA APEX Michael Sechrest (IDV), Bryan Galdrikian, Gavin Kistner, Monier Maher
    2. Agenda   Introduction to APEX   APEX Destruction Module   APEX Clothing Module   APEX Vegetation Module   APEX Particle and Turbulence Module
    3. Scalable Dynamics Content APEX Destruction APEX Vegetation APEX Clothing APEX Turbulence © 2008 NVIDIA Corporation.
    4. What is APEX?   APEX is a “Scalable Dynamics Framework”   Scalable: Content adapts to different hardware capabilities   Dynamics: The way things move and interact   Framework: A structured environment   APEX consists of two major components:   Authoring:   High-level authoring of dynamic systems   DCC plugins, standalone tools, and game engine plugins   Runtime:   A modular SDK – minimal integration into game engine   Leverages PhysX for simulations
    5. APEX Architecture DCC Standalone Plug-In APEX Tools Destruction Vegetation Clothing Authoring …… Run-time APEX Core Renderer PhysX SDK Consoles PC PC +GPU
    6. APEX is Artist Focused •  Artist level abstractions of dynamic systems •  “Destructible bunker” vs. “collection of bricks” •  Intuitive and easy to use © 2008 NVIDIA Corporation.
    7. APEX Destruction Module
    8. Authoring Pipeline OBJ FBX BMP USER Mesh data & Fracture Map APEX Destruction Tool Destruction APEX Core Renderer PhysX SDK APX APEX asset file
    9. Destruction Authoring Tool
    10. Authoring – Chippable Destruction Textured Mesh (input) Fracture Map (input) APEX Destruction Tool APX APEX asset file
    11. Run-Time Pipeline Game Engine APX APEX asset file Destruction APEX Core OBJ FBX Graphics mesh, textures Renderer PhysX SDK
    12. APEX Destruction - Runtime © 2008 NVIDIA Corporation.
    13. Test Level – Concrete Walls
    14. Scalability Low Setting High Setting © 2008 NVIDIA Corporation.
    15. APEX Clothing Module
    16. Authoring Pipeline MB MAX FBX Mesh data & Animation APEX Clothing Tool Clothing APEX Core Renderer PhysX SDK APX APEX asset file
    17. Run-Time Pipeline Game Engine APX APEX asset file Clothing APEX Core FBX Graphics mesh, textures Renderer PhysX SDK
    18. Motion Radius   Allows the artist to constrain the simulation
    19. A – Collision   Use animation mesh as a collision mesh
    20. Clothing Authoring Tool Clothing Assets © OptiTex Limited
    21. APEX Clothing
    22. Soft Body Characters
    23. APEX Vegetation Module
    24. SpeedTree and APEX   Dynamics directly integrated into SpeedTree modeling tool   Compiler tool creates all required APEX assets   Seamless, comprehensive path to dynamic trees
    25. Authoring Pipeline TGA PNG OBJ STM Images, meshes APEX Vegetation Vegetation SpeedTree v5.0 Modeler APEX Core Renderer PhysX SDK The Modeler interacts with APEX and PhysX to provide an exact preview of in-game SPM behavior. Procedural Files
    26. Compilation Pipeline TGA SPM SPM PNG SPM SPM OBJ SPM SPM STM SPM SPM Images, meshes SPM SPM SPM These are the files that house Procedural files the artist tuned physics data These assets are ready to be loaded by the game engine Users compile single or multiple tree models for use in real-time rendering. SRT SPM SRT SPM SRT SPM SPM SPM SPM Run-time tree files DDS SPM SPM TGA SPM SPM Texture atlases, billboard atlases APX SPM SPM APEX asset files SpeedTree v5.0 Compiler
    27. Run-Time Pipeline SpeedTree SDK APEX uses the SpeedTree SDK to manage large groups of trees and abstracts which are physical and which are not. APEX acts as the These are the assets created common render interface. by the SpeedTree Compiler APEX Vegetation SRT SPM SPM SRT SPM SPM SRT SPM SPM Run-time tree files Vegetation DDS TGA Game Engine SPM SPM SPM SPM Texture atlases, billboard atlases ATA SPM SPM VSA SPM SPM APEX vegetation assets APEX Core Renderer PhysX SDK
    28. SpeedTree Authoring Tool
    29. APEX Vegetation – Sample Applications
    30. APEX Particle and Turbulence Module
    31. Particle Game Examples Sacred 2 Terminator Salvation - PhysX Darkest of Days
    32. APEX Turbulence
    33. APEX Summary   APEX is a Scalable Dynamics Framework   APEX is artist focused   APEX is easy to use   APEX is modular   APEX solves problems   APEX is easy to integrate   APEX is already used to create AAA content   Start using APEX now:   Sign up tonight for the Beta program   Email us: devrel@nvidia.com
    34. Backup Slides
    35. APEX Solves Problems •  Requirement for significant programmer involvement limits artists’ productivity •  APEX Solution: Provide a “high-level” interface to artists which allows for turnkey content creation •  Customizing content to different platforms is expensive •  APEX Solution: All modules provide built-in content scaling •  Cross-functional issues can severely limit the amount of dynamic content •  APEX Solution: Framework provides rendering “fast path” and manages complex dynamic content © 2008 NVIDIA Corporation.
    36. APEX Turbulence   High definition Turbulence   Residual dust from destruction   Smoke Grenades and other weapon effects   Supernatural effects – e.g. ghost like   Snow storms or snow trails   Exhaust smoke from car or spinning/braking tires
    37. Scalability   Number of physically simulated characters   Number of simulated verts
    38. APEX is easy to integrate   Already integrated into leading game engines   UE3, Gamebryo, Hero Engine, …   APEX modules are Plug & Play   Destruction, Clothing, Vegetation   More modules in development   APEX is already used for AAA content   Licensed by major publishers   NVIDIA developed APEX modules are free for PhysX developers © 2008 NVIDIA Corporation.
    39. Massive Amounts of Rigid Bodies

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