NVIDIA APEX: From Mirror’s Edge to Pervasive Cinematic ......Mirror’s Edge Case study (Anders...

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NVIDIA APEX: From Mirror’s Edge to Pervasive Cinematic Destruction Anders Caspersson, DICE Monier Maher, NVIDIA Jean Pierre Bordes, NVIDIA

Transcript of NVIDIA APEX: From Mirror’s Edge to Pervasive Cinematic ......Mirror’s Edge Case study (Anders...

Page 1: NVIDIA APEX: From Mirror’s Edge to Pervasive Cinematic ......Mirror’s Edge Case study (Anders Caspersson) PhysX in Mirror’s Edge Introduction to APEX A Scalable Dynamics Framework

NVIDIA APEX: From Mirror’s Edge to Pervasive Cinematic DestructionAnders Caspersson, DICEMonier Maher, NVIDIAJean Pierre Bordes, NVIDIA

Page 2: NVIDIA APEX: From Mirror’s Edge to Pervasive Cinematic ......Mirror’s Edge Case study (Anders Caspersson) PhysX in Mirror’s Edge Introduction to APEX A Scalable Dynamics Framework

Agenda

Mirror’s Edge Case study (Anders Caspersson)PhysX in Mirror’s Edge

Introduction to APEXA Scalable Dynamics Framework

APEX Destruction ModuleIn-depth Demonstration

APEX Turbulence ModuleSneak Preview

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PhysX in Mirror’s Edge

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Mirror’s Edge PC Trailer

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Background

PC version gets pushed outHow can we enhance it?Problem: The game world felt very staticPhysX would help to bring life and immersion

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Challenges

Time – 5 weeks from start to 0 bugsWe could not get everything we wanted

We did not want to affect the game playWe had to restrict ourselves to visual enhancements

Matching the static lightingWe ended up lighting each asset individually in separate lighting channels

The art directionEverything should be stylish and clean

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The glass sculpture

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The glass sculpture

Page 9: NVIDIA APEX: From Mirror’s Edge to Pervasive Cinematic ......Mirror’s Edge Case study (Anders Caspersson) PhysX in Mirror’s Edge Introduction to APEX A Scalable Dynamics Framework

The glass sculpture

Page 10: NVIDIA APEX: From Mirror’s Edge to Pervasive Cinematic ......Mirror’s Edge Case study (Anders Caspersson) PhysX in Mirror’s Edge Introduction to APEX A Scalable Dynamics Framework

The glass sculpture

Page 11: NVIDIA APEX: From Mirror’s Edge to Pervasive Cinematic ......Mirror’s Edge Case study (Anders Caspersson) PhysX in Mirror’s Edge Introduction to APEX A Scalable Dynamics Framework

The glass sculpture

Page 12: NVIDIA APEX: From Mirror’s Edge to Pervasive Cinematic ......Mirror’s Edge Case study (Anders Caspersson) PhysX in Mirror’s Edge Introduction to APEX A Scalable Dynamics Framework

The glass sculpture

Page 13: NVIDIA APEX: From Mirror’s Edge to Pervasive Cinematic ......Mirror’s Edge Case study (Anders Caspersson) PhysX in Mirror’s Edge Introduction to APEX A Scalable Dynamics Framework

The glass sculpture

Page 14: NVIDIA APEX: From Mirror’s Edge to Pervasive Cinematic ......Mirror’s Edge Case study (Anders Caspersson) PhysX in Mirror’s Edge Introduction to APEX A Scalable Dynamics Framework

The glass sculpture

Page 15: NVIDIA APEX: From Mirror’s Edge to Pervasive Cinematic ......Mirror’s Edge Case study (Anders Caspersson) PhysX in Mirror’s Edge Introduction to APEX A Scalable Dynamics Framework

The glass sculpture

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Particles summary

Huge number of mesh or sprite particlesFull physical interaction with world and playerEdited as usual in Unreal CascadeUsed for

Impact effectsGlass destructionTrashSmoke

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“Heat” Level

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“Heat” Level

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“Heat” Level

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Cloth summary

1000 – 1500 verticesTearingSkeletal meshes created in Max, MayaEdited in Unreal AnimSet EditorUsed for

TarpPlastic sheetsPlastic curtainsBannersPaper stuck in vents

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Before / After

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Conclusions

PhysX enabled us to quickly enhance the visuals of the game and make the world come aliveThe user immersion was greatly enhancedCould have played a bigger part if implemented earlierScaling would have helped

We had to tune the effects for low spec hardwareWe could have had even more detail on high end machines

We wish APEX had been available

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Introduction to APEX

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Pervasive Cinematic Destruction: UT3 + APEX

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© 2008 NVIDIA Corporation.

Scalable Dynamics Content

APEX Vegetation

APEX Turbulence

APEX Destruction

APEX Clothing

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© 2008 NVIDIA Corporation.

APEX Vegetation

APEX Vegetation

APEX Turbulence

APEX Destruction

APEX Clothing

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© 2008 NVIDIA Corporation.

APEX Clothing

APEX Vegetation

APEX Turbulence

APEX Destruction

APEX Clothing

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What is APEX?

APEX is a “Scalable Dynamics Framework”Scalable: Content adapts to different hardware capabilitiesDynamics: The way things move and interactFramework: A structured environment

APEX consists of two major components:Authoring:

High-level authoring of dynamic systemsDCC plugins, standalone tools, and game engine plugins

Runtime:A modular SDK – minimal integration into game engineLeverages PhysX for simulations

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APEX Architecture

PC PC +GPUConsoles

Auth

orin

g

Des

truct

ion

Clo

thin

g

……

Vege

tatio

n

StandaloneAPEX Tools

DCCPlug-In

PhysX SDKRenderer

Run

-tim

e

APEX Core

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© 2008 NVIDIA Corporation.

APEX is Artist Focused

• Artist level abstractions of dynamic systems• “Destructible bunker” vs. “collection of bricks”

• Intuitive and easy to use

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© 2008 NVIDIA Corporation.

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

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© 2008 NVIDIA Corporation.

APEX is easy to integrate

Already integrated into leading game enginesUE3, Gamebryo, Hero Engine, …

APEX modules are Plug & PlayClothing, Vegetation, DestructionMore modules in development

APEX is already used for AAA contentLicensed by major publishersNVIDIA developed APEX modules are free for PhysX developers

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APEX Destruction ModuleIn-Depth Demonstration

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PhysX Lab

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Authoring - Fracture Maps

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UE3 Testlevel – Various Destruction

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UE3 Testlevel – Wooden Fence

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UE3 Testlevel – Complex Buildings

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© 2008 NVIDIA Corporation.

Scalability: “Low Setting”

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© 2008 NVIDIA Corporation.

Scalability: “High Setting”

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APEX Turbulence ModuleSneak Preview

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SPH Particle Smoke

Already in games, e.g. Mirror’s EdgeIntegrated into UE3

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APEX Turbulence

High definition TurbulenceResidual dust from destructionSmoke Grenades and other weapon effectsSupernatural effects – e.g. ghost likeSnow storms or snow trailsExhaust smoke from car or spinning/braking tires

Page 44: NVIDIA APEX: From Mirror’s Edge to Pervasive Cinematic ......Mirror’s Edge Case study (Anders Caspersson) PhysX in Mirror’s Edge Introduction to APEX A Scalable Dynamics Framework

APEX Turbulence – Live Demo

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APEX Summary

APEX is a Scalable Dynamics FrameworkAPEX is artist focusedAPEX is easy to useAPEX is modularAPEX solves problemsAPEX is easy to integrateAPEX is already used to create AAA content

Start using APEX now:Sign up today for the Beta program

Come to our special sessionTonight, 6:00 p.m.

Email us: [email protected]

Page 46: NVIDIA APEX: From Mirror’s Edge to Pervasive Cinematic ......Mirror’s Edge Case study (Anders Caspersson) PhysX in Mirror’s Edge Introduction to APEX A Scalable Dynamics Framework

How To Reach Us

During GDCExpo Suite 656, West HallDeveloper Tool Open Chat, 1:30 to 2:30 pm (25th-27th)

Come to our special session on APEX:Wednesday, March 25th, 6:00 – 8:00 p.m.

OnlineTwitter: nvidiadeveloperWebsite: http://developer.nvidia.comForums: http://developer.nvidia.com/forums