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APEX Vegetation - Nvidia

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Creating Immersive<br />

Environments with<br />

NVIDIA <strong>APEX</strong><br />

Michael Sechrest (IDV), Bryan Galdrikian,<br />

Gavin Kistner, Monier Maher


Agenda<br />

Introduction to <strong>APEX</strong><br />

<strong>APEX</strong> Destruction Module<br />

<strong>APEX</strong> Clothing Module<br />

<strong>APEX</strong> <strong>Vegetation</strong> Module<br />

<strong>APEX</strong> Particle and Turbulence Module


Scalable Dynamics Content<br />

<strong>APEX</strong> Destruction<br />

<strong>APEX</strong> Clothing<br />

<strong>APEX</strong> <strong>Vegetation</strong><br />

<strong>APEX</strong> Turbulence<br />

© 2008 NVIDIA<br />

Corporation.


What is <strong>APEX</strong>?<br />

<strong>APEX</strong> is a “Scalable Dynamics Framework”<br />

Scalable: Content adapts to different hardware capabilities<br />

Dynamics: The way things move and interact<br />

Framework: A structured environment<br />

<strong>APEX</strong> consists of two major components:<br />

Authoring:<br />

High-level authoring of dynamic systems<br />

DCC plugins, standalone tools, and game engine plugins<br />

Runtime:<br />

A modular SDK – minimal integration into game engine<br />

Leverages PhysX for simulations


<strong>APEX</strong> Architecture<br />

Authoring<br />

DCC<br />

Plug-In<br />

Destruction<br />

Renderer<br />

Consoles<br />

Clothing<br />

Standalone<br />

<strong>APEX</strong> Tools<br />

<strong>Vegetation</strong><br />

<strong>APEX</strong> Core<br />

……<br />

PhysX SDK<br />

PC PC +GPU<br />

Run-time


<strong>APEX</strong> is Artist Focused<br />

• Artist level abstractions of dynamic systems<br />

• “Destructible bunker” vs. “collection of bricks”<br />

• Intuitive and easy to use<br />

© 2008 NVIDIA<br />

Corporation.


<strong>APEX</strong> Destruction Module


Authoring Pipeline<br />

OBJ FBX BMP<br />

Mesh data & Fracture Map<br />

APX<br />

<strong>APEX</strong> asset file<br />

USER<br />

<strong>APEX</strong> Destruction Tool<br />

Destruction<br />

Renderer<br />

<strong>APEX</strong> Core<br />

PhysX SDK


Destruction Authoring Tool


Authoring – Chippable Destruction<br />

Textured Mesh (input)<br />

Fracture Map (input)<br />

<strong>APEX</strong> Destruction Tool<br />

APX<br />

<strong>APEX</strong> asset file


Run-Time Pipeline<br />

APX<br />

<strong>APEX</strong> asset file<br />

OBJ<br />

FBX<br />

Graphics mesh, textures<br />

Destruction<br />

Renderer<br />

Game Engine<br />

<strong>APEX</strong> Core<br />

PhysX SDK


<strong>APEX</strong> Destruction - Runtime<br />

© 2008 NVIDIA<br />

Corporation.


Test Level – Concrete Walls


Scalability<br />

Low Setting High Setting<br />

© 2008 NVIDIA<br />

Corporation.


<strong>APEX</strong> Clothing Module


Authoring Pipeline<br />

MB MAX FBX<br />

Mesh data & Animation<br />

APX<br />

<strong>APEX</strong> asset file<br />

<strong>APEX</strong> Clothing Tool<br />

Renderer<br />

Clothing<br />

<strong>APEX</strong> Core<br />

PhysX SDK


Run-Time Pipeline<br />

APX<br />

<strong>APEX</strong> asset file<br />

FBX<br />

Graphics mesh, textures<br />

Renderer<br />

Game Engine<br />

Clothing<br />

<strong>APEX</strong> Core<br />

PhysX SDK


Motion Radius<br />

Allows the artist to constrain the simulation


A – Collision<br />

Use animation mesh as a collision mesh


Clothing Authoring Tool<br />

Clothing Assets © OptiTex Limited


<strong>APEX</strong> Clothing


Soft Body Characters


<strong>APEX</strong> <strong>Vegetation</strong> Module


SpeedTree and <strong>APEX</strong><br />

Dynamics directly integrated<br />

into SpeedTree modeling tool<br />

Compiler tool creates all<br />

required <strong>APEX</strong> assets<br />

Seamless, comprehensive path to dynamic trees


Authoring Pipeline<br />

TGA PNG OBJ STM<br />

Images, meshes<br />

SpeedTree v5.0 Modeler<br />

SPM<br />

Procedural Files<br />

<strong>APEX</strong> <strong>Vegetation</strong><br />

Renderer<br />

<strong>Vegetation</strong><br />

<strong>APEX</strong> Core<br />

PhysX SDK<br />

The Modeler interacts with<br />

<strong>APEX</strong> and PhysX to provide<br />

an exact preview of in-game<br />

behavior.


Compilation Pipeline<br />

These are the files that house<br />

the artist tuned physics data<br />

Users compile single or<br />

multiple tree models for<br />

use in real-time rendering.<br />

TGA SPM<br />

PNG SPM OBJ SPM STM SPM<br />

Images, meshes<br />

SPM<br />

Procedural files<br />

SpeedTree v5.0 Compiler<br />

These assets are ready to be<br />

loaded by the game engine<br />

SRT SPM<br />

SRT SPM SRT SPM<br />

Run-time tree files<br />

DDS SPM<br />

TGA SPM<br />

Texture atlases, billboard atlases<br />

APX SPM<br />

<strong>APEX</strong> asset files


Run-Time Pipeline<br />

These are the assets created<br />

by the SpeedTree Compiler<br />

SRT SPM<br />

SRT SPM SRT SPM<br />

Run-time tree files<br />

DDS SPM<br />

TGA SPM<br />

Texture atlases, billboard atlases<br />

ATA SPM<br />

VSA SPM<br />

<strong>APEX</strong> vegetation assets<br />

SpeedTree SDK <strong>APEX</strong> uses the SpeedTree SDK to<br />

manage large groups of trees and<br />

abstracts which are physical and<br />

which are not. <strong>APEX</strong> acts as the<br />

common render interface.<br />

<strong>APEX</strong> <strong>Vegetation</strong><br />

Renderer<br />

<strong>Vegetation</strong><br />

<strong>APEX</strong> Core<br />

PhysX SDK<br />

Game Engine


SpeedTree Authoring Tool


<strong>APEX</strong> <strong>Vegetation</strong> – Sample Applications


<strong>APEX</strong> Particle and<br />

Turbulence Module


Particle Game Examples<br />

Sacred 2<br />

Darkest of Days<br />

Terminator Salvation - PhysX


<strong>APEX</strong> Turbulence


<strong>APEX</strong> Summary<br />

<strong>APEX</strong> is a Scalable Dynamics Framework<br />

<strong>APEX</strong> is artist focused<br />

<strong>APEX</strong> is easy to use<br />

<strong>APEX</strong> is modular<br />

<strong>APEX</strong> solves problems<br />

<strong>APEX</strong> is easy to integrate<br />

<strong>APEX</strong> is already used to create AAA content<br />

Start using <strong>APEX</strong> now:<br />

Sign up tonight for the Beta program<br />

Email us: devrel@nvidia.com


Backup Slides


<strong>APEX</strong> Solves Problems<br />

• Requirement for significant programmer involvement limits<br />

artists’ productivity<br />

• <strong>APEX</strong> Solution: Provide a “high-level” interface to artists<br />

which allows for turnkey content creation<br />

• Customizing content to different platforms is expensive<br />

• <strong>APEX</strong> Solution: All modules provide built-in content scaling<br />

• Cross-functional issues can severely limit the amount of<br />

dynamic content<br />

• <strong>APEX</strong> Solution: Framework provides rendering “fast path”<br />

and manages complex dynamic content<br />

© 2008 NVIDIA<br />

Corporation.


<strong>APEX</strong> Turbulence<br />

High definition Turbulence<br />

Residual dust from destruction<br />

Smoke Grenades and other weapon effects<br />

Supernatural effects – e.g. ghost like<br />

Snow storms or snow trails<br />

Exhaust smoke from car or spinning/braking tires


Scalability<br />

Number of physically simulated characters<br />

Number of simulated verts


<strong>APEX</strong> is easy to integrate<br />

Already integrated into leading game engines<br />

UE3, Gamebryo, Hero Engine, …<br />

<strong>APEX</strong> modules are Plug & Play<br />

Destruction, Clothing, <strong>Vegetation</strong><br />

More modules in development<br />

<strong>APEX</strong> is already used for AAA content<br />

Licensed by major publishers<br />

NVIDIA developed <strong>APEX</strong> modules are free for PhysX<br />

developers<br />

© 2008 NVIDIA<br />

Corporation.


Massive Amounts of Rigid Bodies

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