the art of physx - nvidiadeveloper.download.nvidia.com/.../nvision08_the_art_of_physx.pdf ·...
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![Page 1: The Art of PhysX - Nvidiadeveloper.download.nvidia.com/.../NVISION08_The_Art_of_PhysX.pdf · Overview • Integrating GPU PhysX • GC Sh dTl KCase Study: The Great Kulu • Case](https://reader031.vdocument.in/reader031/viewer/2022030407/5a866ae97f8b9a14748cc4cd/html5/thumbnails/1.jpg)
G d G C
The Art of PhysX
© 2008 NVIDIA Corporation.
A Guide to Game Creativity
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Overview• Integrating GPU PhysX
C S d Th G K l• Case Study: The Great Kulu• Case Study: UT3 TornadoCase Study: UT3 Tornado• Other GPU PhysX Examples• Questions
© 2008 NVIDIA Corporation.
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Integrating PhysX Features1. Select showcase features2 Prototype concepts2. Prototype concepts3. Verify gameplay
Features
Fluids
Prototyping Gameplay TestingCloth
Softbodies
© 2008 NVIDIA Corporation.
Softbodies
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Showcasing Features• Particles
Cl h• Cloth• SoftbodiesSoftbodies
© 2008 NVIDIA Corporation.
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Maximizing PhysX Features - Particles
• Colliding or flowing over surfaces• Reacting to forces• Reacting to forces• Particle-Particle interaction
© 2008 NVIDIA Corporation.
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Maximizing PhysX Features - Particles
© 2008 NVIDIA Corporation.
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Maximizing PhysX Features - Cloth
• Visualize forces • Clothing movement• Clothing movement• Conforms to surrounding surfaces
© 2008 NVIDIA Corporation.
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Maximizing PhysX Features - Cloth
© 2008 NVIDIA Corporation.
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Maximizing PhysX Features - Softbodies
• Compression• Rippling Forces• Rippling Forces• Secondary Motion
© 2008 NVIDIA Corporation.
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Maximizing PhysX Features - Softbodies
© 2008 NVIDIA Corporation.
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Prototype Concepts• Let the artist/level designers play
C l l i h h i• Create test levels with physics
© 2008 NVIDIA Corporation.
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Gameplay Testing• Testers should experiment
E h h l i• Enhance the gameplay experience• Are features noticeable during gameplay?g g p y• Are players using the features
effectively? (Destruction)effectively? (Destruction)
© 2008 NVIDIA Corporation.
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Questions• Will interaction and interactivity enhance
the experience?the experience?• Will your feature be noticeable by the
player?player?• Will your feature affect gameplay?• Does your feature need to be networked?
© 2008 NVIDIA Corporation.
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Case Study: The Great Kulu• PhysX Feature – Softbody• Goal Illustrate softbody behaviors• Goal – Illustrate softbody behaviors• Plan of Attack – Create a large soft sea creature
© 2008 NVIDIA Corporation.
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Key Softbody Advantages• Secondary motion from
animation• Surface interaction• “Organic” behaviorg
© 2008 NVIDIA Corporation.
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Basic Softbody Exampley p
Insert Movie
[Video]
© 2008 NVIDIA Corporation.
[Video]
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The Great Kulu – Prototype Features
• CreatureFi t i t d ftb d• First animated softbody
• First use of softbody in a game setting
• Force Interaction
© 2008 NVIDIA Corporation.
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Softbody Animation TechniqueCreate Model
Generate
AttachVerticies
Tetrahedrals
© 2008 NVIDIA Corporation.
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The Great Kulu – Prototype 1
© 2008 NVIDIA Corporation.
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Animating the CreatureCreate Model Generate Tetras
Tetra Attachment Final Result
© 2008 NVIDIA Corporation.
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The Great Kulu – Prototype 2
© 2008 NVIDIA Corporation.
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The Great Kulu – Forcefield
© 2008 NVIDIA Corporation.
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The Great Kulu – Escape
© 2008 NVIDIA Corporation.
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The Great Kulu – Door Squeeze
© 2008 NVIDIA Corporation.
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The Great Kulu – Eggs
© 2008 NVIDIA Corporation.
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The Great Kulu – Explode
© 2008 NVIDIA Corporation.
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Reaction
“The Great Kulu gives us an interesting glimpse at how games could feature more "organic" objects that bend and squeeze depending on what they collide with. I can't be the only one tired of seeing rag-doll character corpses that behave like they're made of cast titanium.”T hR t-TechReport.com
© 2008 NVIDIA Corporation.
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Case Study: UT3 Tornado• Rigid Bodies Blocking Paths
• Cloth Li f Si h• Cloth Line of Sight
• Particles Visualize Forces
• Forcefields Add Energy
© 2008 NVIDIA Corporation.
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UT3 Tornado – Paths• Paths are continuously changing
O i P th• Opening Paths• Closing Paths• Tornado itself
© 2008 NVIDIA Corporation.
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UT3 Tornado – Changing Environment
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UT3 Tornado – Networking• Synchronization
G l ff ti i id b di• Gameplay affecting rigid bodies• Use state changes wherever possible
© 2008 NVIDIA Corporation.
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UT3 Tornado – Destruction
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UT3 Tornado - Destruction
© 2008 NVIDIA Corporation.
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UT3 Tornado
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Oth Ph XOther PhysXIntegration ExamplesIntegration Examples
© 2008 NVIDIA Corporation.
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Weapon Effects: UT3
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Environmental Effects
© 2008 NVIDIA Corporation.
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Environmental Effects: GRAW 2
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Character Effects
• Character AnimationCharacter Animation• Clothing/Hair• Softbodies • Softbodies
© 2008 NVIDIA Corporation.
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Character Animation: Backbreaker
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Clothing: Nurien
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SummaryGame Designer
Scalable• Particles
Game Programmer
• Visualization of forces
• Clothing/HairClothing/Hair• Visualize character movement
• SoftbodyBack End Solvers
Softbody• Visualize organic behavior
© 2008 NVIDIA Corporation.
GRAPHICS + PHYSX = MORE REALISM
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PhysX ToolsGame Designer
Scalable• Prototype
Game Programmer
Prototype• Samples, Max/Maya PhysX plugin
• Scale and Author• Scale and Author• Adaptive Physics Extensions (APEX)
D b / O ti iBack End Solvers• Debug / Optimize• Visual remote Debugger (VRD), agPerfmon
© 2008 NVIDIA Corporation.
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Questions ?
http://developer nvidia com/object/physx html
© 2008 NVIDIA Corporation.
http://developer.nvidia.com/object/physx.html