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Dmitry Duka
GAMEWORKS
LIBRARIES AND TOOLS
2
300 Visual Effects Engineers
GameWorks Library
Developer Tools
3
DEVELOPER TOOLS
IDE-integrated and standalone
Debuggers, profilers and utilities
VISUALFX SDK
Turnkey solutions for complex,
realistic effects
PHYSX SDK
Most popular physics engine:
500+ games
CORE SDK
Foundation for core NVIDIA
technologies
GRAPHICS & COMPUTE
SAMPLES
Samples, documentation, tutorials
organized by effect
OPTIX SDK
Ray tracing engine and framework
4
GameWorks
VisualFX
TXAA
VXGI
ShadowWorks
HBAO+
Advanced Soft Shadows
HFTS
Simulation
WaveWorks
HairWorks
PhysX
APEX
Clothing
Destruction
TurbulenceFLEX
GAMEWORKS LIBRARIES ORGANIZATION
5
PHYSX
6
PHYSX
Collision detection, inlc. CCD
Rigid body solver
Cloth solver, incl. GPU solver
Particles, incl. GPU solver
Raycasting
Scene queries
Character controller
Vehicles
Windows, Linux, Mac OS, Android, IOS, PS4,
Xbox One
PhysX Visual Debugger
7
PHYSX
8
PVD
Memory statisticsActor properties Scene tree
9
PVD
Debug visualization
10
PVD
Performance profiling
11
PVD
Performance profiling
12
PHYSX
Latest version is 3.3.3
Available in UE4, Unity
Sources publically available on Github, GPU
code paths available in binary:
https://github.com/NVIDIAGameWorks
PVD available at:
https://developer.nvidia.com/gameworks
13
APEX
14
APEX
Framework, Authoring APIs
Destruction
Clothing
Turbulence
Particles
Windows, Linux, Mac OS, Android, PS4, Xbox
One
15
DESTRUCTION
Works on top of PhysX
Fracture events
Graphical LODs
Up to 5 fracture levels
Fracture patterns:
Voronoi
Slicing
Texture-based
Pre-made
CPU only
16
PHYSXLAB
Load FBX
Setup fracture pattern
Setup physical properties: density, friction, material strength
Setup physical/graphical materials
Test in the sandbox
Export to APEX asset
17
CLOTHING
A lot of control: max distance, backstop,
collision volumes, stiffness, lods, friction, self-
collision, inter-collision
Authoring plugins for 3ds Max and Maya, as well
as standalone authoring tool
CPU and GPU codepaths
18
CLOTHINGTOOL
Load FBX
Setup fracture pattern
Setup physical properties: density, friction, material strength
Setup physical/graphical materials
Test in the sandbox
Export to APEX asset
19
TURBULENCE
Regular grid up to 128x128x128
Support for fuel/temperature terms (flame)
Rigid body collision
Render technique agnostic
20
TURBULENCE
Simulates a force field, along which PhysX
Particles are moving
Major part to have interactive particles
Gives presence of “air” in the scene
In practice can only be simulated on GPU
Can output 3D density texture to render
force field directly
There are other force fields
Jet, vortex, attractor, noise, wind
All force fields can influence multiple
effects
21
PARTICLES
Sprite/mesh particles
Curves (convert physical to graphical
parameters)
Vector fields
Particle collision
CPU and GPU codepaths
22
PET
Debug visualization for all effects
Supports PSM
Easy effect iteration
1) Change effect
2) Export it to an APEX asset file (“publish”)
3) Setup your game integration to reload
effects
4) Go to 1) until the effect looks great
23
APEX
Latest version is 1.3.3
Available in UE4
Sources publically available on Github, GPU
code paths available in binary:
https://github.com/NVIDIAGameWorks
24
HAIRWORKS
25
HAIRWORKS
Supports off-the shelf grooming
tools
Shape & style control
Self shadowing
Body to hair shadow casting
Wind interaction
Level of Detail
Scalability
Real time editing in viewer
26
HAIRWORKS
Used to simulate hair,
fur for human
characters
27
HAIRWORKS
EDITOR
Load FBX, load APX produced in 3ds Max / Maya plugins
Setup parameters: scale, strand width, length noise, density, stiffness, LODs
Setup graphical materials, shadowing, attenuation
Test in the sandbox, apply wind, debug visualization, lighting
https://developer.nvidia.com/hairworks-tutorials
28
HAIRWORKS
Latest version is 1.1.1.1
Available as UE4 integration:
https://github.com/NvPhysX/UnrealEngine
Binaries publically available via RDP
https://developer.nvidia.com/gameworks
29
WAVEWORKS
30
WAVEWORKS
Tessendorf's spectral algorithm, based on Phillips
spectrum
GPU/CPU codepaths
Multi-res simulation
DX11 tessellation
Reflection
Refraction
Shadows
Atmospherics
Surface foam
Bubbles
Scattering
Readbacks
31
WAVEWORKS
Brings new look to the water
Water is interactive
Shore interaction
Rivers/lakes
1 man-week for basic integration
32
WAVEWORKS
Available as UE4 integration
4 integrations
on: https://github.com/NvPhysX/UnrealEngine
e
33
FLEX
34
FLEX
FEATURES:
Unified solver for effects
Rigid/deformable bodies
Phase transition
Particles
Fluids
Cloth
Ropes
Adhesion
Gases
UNIFIED GPU SIMULATION
PIPELINE
36
FLEX
UNIFIED GPU SIMULATION
PIPELINE
37
FLEX
Latest version 0.9.0
Available as UE4 integration:
https://github.com/NvPhysX/UnrealEngine
Publically available under EULA:
https://developer.nvidia.com/flexe
38
VXGI
39
VXGI
A software library that computes
approximate indirect illumination
Works on any DX11 GPU, faster on
Maxwell
Has to be integrated into rendering
engines
UE4 integration available
One bounce of indirect illumination
What is it?
40
WHY COMPUTING GI IS HARD
A photon can take one of many paths between the light and the observer.
1 of 5
41
Direct illumination – a single possible path for every visible point on a surface.
2 of 5WHY COMPUTING GI IS HARD
42
One bounce indirect illumination for the same point – one of the many paths…
3 of 5WHY COMPUTING GI IS HARD
43
Another path for the same visible point.
4 of 5WHY COMPUTING GI IS HARD
44
This path is also possible – it’s two bounce indirect illumination.
5 of 5WHY COMPUTING GI IS HARD
45
FINAL RESULT
Direct and VXGI Indirect combined Reference rendering with NVIDIA Iray
46
No Indirect Illumination
forums.unrealengine.com,user“rabellogp”
47
Lightmass
forums.unrealengine.com,user“rabellogp”
48
VXGI
forums.unrealengine.com,user“rabellogp”
49
VXGI
Latest version 0.9
Available as UE4 integration:
https://github.com/NvPhysX/UnrealEngine
Publically available under EULA:
https://developer.nvidia.com/vxgi
50
TXAA
51
TXAA
TXAA is a form of temporal anti-aliasing mixed with MSAA
TXAA replaces MSAA Resolve
TXAA also provides a higher quality resolve filter
Better than the default MSAA box filter
TXAA is provided as library
Library supported on NVIDIA Kepler and future GPUs
Library currently DX11 only (GL in progress)
52
TXAA API
Very simple library interface
TxaaOpenDX()
TxaaResolveDX() - Call in place of MSAA resolve
TxaaCloseDX()
Built in debug visualization modes
TXAA library header provides
Example good precision depth to camera motion vector
transform
For those who want to roll their own motion vectors (TXAA 2.1)
53
No AA
Call of Duty Black Ops 2
54
2xMSAA
Call of Duty Black Ops 2
55
4xMSAA
Call of Duty Black Ops 2
56
2xTXAA
Call of Duty Black Ops 2
57
4xTXAA
Call of Duty Black Ops 2
58
TXAA
Latest version 2.F.1
Binaries publically available under EULA:
https://developer.nvidia.com/postworks
59
SHADOWWORKS
60
SHADOWWORKS
HBAO+
Advanced Soft Shadows
Hybrid Frustum Traced Shadows
61HBAO+ Only 2.3 ms in 1920x1200 on GTX 770
62
Original
63
With HBAO+
64
65
66
SHADOW MAP
67
FRUSTUM TRACED
68
HFTS
69
SHADOWWORKS
HBAO+: latest version 2.4
Advanced Soft Shadows: latest version 2.1
HFTS: Stay tuned
Available as UE4 integration:
https://github.com/NvPhysX/UnrealEngine
Publically available under EULA:
https://developer.nvidia.com/shadowworks
70
GAMEWORKS
Reviewed 13 libraries and 5 tools to support
simulations/render effects
Used in 500+ titles
Registered Developer Program, RDP
https://developer.nvidia.com/gameworks
GitHub:
https://github.com/NVIDIAGameWorks
YouTube:
http://youtube.com/user/NvidiaGameWorks
NVIDIA Gameworks, Libraries and Tools

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