PHYSICALLY SIMULATED CLOTHINGBY CCP (EVE Online)USING NVIDIA APEXVigfus Omarsson CCP GamesSnorri Sturluson CCP GamesMonier Maher NVIDIA
OutlineAPEX OverviewAPEX Clothing used by CCPClothing considerationsMaya DCC plug-in overviewAPEX IntegrationDemosAPEX ModulesAPEX DestructionAPEX ParticlesAPEX VegetationAPEX Turbulence
What is APEX?APEX is a “Scalable Dynamics Framework”Scalable: Content adapts to different hardware capabilitiesDynamics: The way things move and interactFramework: A structured environmentAPEX consists of two major components:Authoring:High-level authoring of dynamic systemsDCC plugins, standalone tools, and game engine pluginsRuntime:A modular SDK – minimal integration into game engineLeverages PhysX for simulations
APEX ArchitectureRun-time VegetationStandaloneAPEX ToolsClothingDestructionAuthoringDCCPlug-InAPEX CoreRendererConsolesPhysX SDKPCPC GPU
APEX is Artist Focused Artist level abstractions of dynamic systems “Destructible bunker” vs. “collection of bricks” Intuitive and easy to use 2008 NVIDIACorporation.
Why Cloth Simulation?Adds variety and secondary motion to animationCan increase plausibility in realistic scenes a lotThe same toolset can also be used to create softbody simulation
Things to be aware ofLike any other simulation, cloth requiresboundaries and “taming”Sometimes non-realistic cloth simulation looksbetterElaborate cloth assets can be quite complex tokeep nice at all timesIteration and testing are the key
Pipeline IntegrationAPEX export was easily integrated into CCP exportpipelineUse of cloth templates speeds up clothing creationCreate once, use oftenACAApex Cloth DataCCP ExportGR2REDOther Model Data
Maya Demo
ChallengesNumbers of characters on-screen can’t becontrolled in an MMOLODs are a mustHigh visual fidelity requires lots of considerationfor collision meshesSitting on furniture – how do you handle that?Characters must affect each other too
APEX integration
Implement a few classes NxResourceCallback Manage shared objectsNxUserRenderResourceManager Manage vertex and index buffersNxUserRendererPerform the rendering
ActorsLoad clothing assets from .aca filesCreate clothing actor from assetAPEX renders actors through your engine
Debugging aidsLots of debugging info tobe renderedUseful for the programmersBut even more so for clothauthoringWorth spending time tosupport it all
More debugging aidsVisual debuggerAllows recording of dataAnalyze simulation withoutgame engine
Maximizing performanceCloth simulation is heavyGPU can do heavy liftingMaximizing parallelism maximizes performanceDelay skinning to match up with simulationRendering lags further behindSyncing audio and other effects with animation maybecome a bigger issue
Benefits of APEXFast, easily iterated authoringArtist friendlyTweakable data easily exposed in engine for finaltweakingDebug preview in engine availableEasily integrated into game engine
Live Demo
APEX Modules
APEX DestructionFully and partial destructible environmentsPhysXLab tool with preview functionalityFully integrated with APEX ParticlesFracture with noiseHierarchical destructionPlastic deformationLevel of DetailScalability
APEX DestructionAuthoring PipelineOBJFBX BMPUSERMesh data & Fracture MapDestructionAPEXAPEX CoreRendererAPXAPEX Asset filePhysX SDK
APEX ParticlesFull Collision with PhysX environmentForce fields (wind, explosions)Authorable behavior and effect modifiersRenderable as sprites or meshes (with orientation)Generic emitterSpecial purpose emittersAir/Ground emitterWeapon emitter
APEX ParticlesAuthoring PipelineOBJFBX BMPUSERMesh data & Fracture MapParticlesAPEXAPEX CoreRendererAPXAPEX Asset filePhysX SDK
APEX TurbulenceGame Example
APEX Vegetation / SpeedTreeFull and partial tree destruction/deformationState transition between physical and static treesTight integration with APEX ParticlesLevel of DetailFully integrated into SpeedTree ModelerAutomatic generation of tree skeletonConfigurable bone and joint systemSupport for multiple APEX Particle Emitters
APEX Vegetation / SpeedTreeAuthoring PipelineTGA PNG OBJ STMImages, meshesVegetationAPEXAPEX CoreRendererSPMProcedural FilesPhysX SDK
Where To Find UsMobile-friendly schedule: http://bit-ly/gdc-nvidiaNVIDIA - Main Expo Area, Booth 1702CCP – Career Pavilion, Booth 2502March 11th Sponsored Sessions0900-1000Room 310,South HallTegra - Developing Killer Content for Advanced Mobile Platforms1330-1430Room 310,South HallPhysically Simulated Clothing by CCP (EVE Online) Using NVIDIA APEX1500-1600Room 310,South HallAuthoring Physically Simulated Destruction with NVIDIA APEX1630-1730Room 310,South HallNVIDIA's New Game Development Environment: NVIDIA ParallelNsight March 12th Presentations0900-1000Room 304,South HallTaking Fluid Simulation Out of the Box: Particle Effects in Dark Void,Sarah Tariq (NVIDIA), Joe Cruz (VFX)Twitter: nvidiadeveloper, Website: http://developer.nvidia.com
Maya DCC plug-in overview APEX Integration Demos APEX Modules APEX Destruction APEX Particles . OBJ FBX BMP USER APEX Destruction Renderer PhysX SDK APEX Core APX APEX Asset file Mesh data & Fracture Map. APEX Particles Full Collision with
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Clothing 1 Clot hing International Carbon Flow s Clothing Key facts Globally significant emissions The purchase and use of clothing leads to the release of over 850MtCO 2 per year (around 3% of global production CO 2 emissions), including both embodied emissions in the clothing, and emissions arising from