外文翻译---介绍PhysXforQuest和NVIDIA PhysX
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1、Introducing PhysXforQuest and NVIDIA PhysX The Ultimate Physics for Quest3D: Full NVIDIA PhysX Functionality for Quest3D 1. What is PhysXforQuest? It is a plug-in tool for authoring the physics using NVIDIA PhysX in Quest3D. The majority of core functionality in the PhysX SDK is implemented via Ques
2、t3D Channels to allow you to use PhysX as your physics system. Quest3D currently supports ODE and there is a recent implementation of Newton physics now directly included with Quest3D as of version 4. Version 3 of Quest3D directly supports only ODE, apart from Quest3D internal collision Channels. Ph
3、ysXforQuest is an alternative to these physics systems. It provides significant additional real-time physics capability covering the full range of rigid body and joint physics, character controller, high performance raycasting and specialised functions for wheels to help in developing vehicle dynami
4、cs; as well as soft-body physics, a cloth system, force fields, fluids and particles. Refer further to NVIDIA PhysX Features. Note: PhysXforQuest and NVIDIA PhysX allows for both a software and hardware implementation. You can run applications as software based but some features, due to the demandin
5、g nature of real-time physics will result in slower frame rates. The advantage of PhysX is that you can implement demanding physics by implementing a dedicated hardware PPU (the PhysX Accelerator) and from August 2008 access NVIDIA GPU hardware that supports CUDA which now includes a range of GeForc
6、e GPUs from 8800 above (refer to NVIDIAs web site for a current list of supported hardware) giving a wide market for Quest3D developers to implement physics. Depending on your realtime3D requirements and scene requirements you may need to require hardware support for your system. Fluids although pos
7、sible as software is best run when the NVIDIA PhysX PPU or GPU card is installed on the end-users system. 2. Basics of Using PhysXforQuest As with other development of 3D in Quest3D, you drag and drop Channels or channel templates onto the authoring window and connect Channels to create the physics
8、system. Rendered objects requiring physics to control their motion are linked from the output global matrix of PhysXforQuest to the 3DObject channel (or, in the case of soft bodys, cloth and fluids, the vertices are directly controlled by the PhysXforQuest Channels) . The Channels have been develope
9、d with an open dynamics philosophy including separation of the physics logic from the Quest3D logic layer. Any parameter that is potentially changeable or requiring a set or get is available as a child to a value channel. This means you can make dynamic changes to an actor (the physics object that c
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