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1、<p>  Introducing PhysXforQuest and NVIDIA PhysX</p><p>  The Ultimate Physics for Quest3D:  Full NVIDIA PhysX Functionality for Quest3D</p><p>  1.  What is PhysXforQuest?</p&

2、gt;<p>  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 Quest3D Channels to allow you to use Phys

3、X? as your physics system.</p><p>  Quest3D currently supports ODE and there is a recent implementation of Newton physics now directly included with Quest3D as of version 4.</p><p>  Version 3 o

4、f Quest3D directly supports only ODE, apart from Quest3D internal collision Channels.</p><p>  PhysXforQuest is an alternative to these physics systems.  It provides significant additional real-time phy

5、sics 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 dynamics; as well as soft-body

6、 physics, a cloth system, force fields, fluids and particles.  Refer further to NVIDIA PhysX Features.</p><p><b>  Note:</b></p><p>  PhysXforQuest and NVIDIA® PhysX? allow

7、s for both a software and hardware implementation. You can run applications as software based but some features, due to the demanding nature of real-time physics will result in slower frame rates.</p><p>  T

8、he 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

9、range of GeForce GPU's from 8800 above (refer to NVIDIA's web site for a current list of supported hardware) giving a wide market for Quest3D developers to implement physics.</p><p>  Depending on yo

10、ur realtime3D requirements and scene requirements you may need to require hardware support for your system.  Fluids although possible as software is best run when the NVIDIA® PhysX? PPU or GPU card is installed

11、 on the end-users system.</p><p>  2. Basics of Using PhysXforQuest </p><p>  As with other development of 3D in Quest3D, you drag and drop Channels or channel templates onto the authoring windo

12、w and connect Channels to create the physics 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

13、soft body's, cloth and fluids, the vertices are directly controlled by the PhysXforQuest Channels) .</p><p>  The Channels have been developed with an open dynamics philosophy including separation of the

14、 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 ac

15、tor (the physics object that controls the renderable object) in runtime. You are not prevented to changing (most) properties because the property or parameter has been embedded in a dialogue of the</p><p>  

16、The extensive flags of PhysX? are also open via a bitWise operator channel allowing you to create and set many flags in runtime.</p><p>  All the core PhysX? classes involving scene, actor, character etc, ar

17、e implemented as Channels.  Simply attach in the correct sequence a PhysXforQuest Core channel, a Scene and an Actor (or Joint etc) and its properties channel, hook a 3D objects motion matrix up and you are underway

18、 and PhysXforQuest will do the rest to drive the 3D object with physics motion, interaction and collision in the 3D world.</p><p>  3.  What type of documentation are we looking at, are there tutorials?

19、</p><p>  PhysXforQuest includes this full set of Help documentation for all Channels currently implemented as well as numerous samples (currently 60) that provide examples of implementing each of the key pa

20、rts of PhysXforQuest and PhysX?.  These samples can be used as a base to further develop your own channel groups for your development.</p><p>  In addition NVIDIA® (download the SDK), has provided

21、excellent documentation, samples with documentation (useful to see some of the property settings)  and resources for PhysX? which you can apply to PhysXforQuest. </p><p>  4.  What's the licenc

22、e?</p><p>  PhysXforQuest is a single user commercial license for a developer of Quest3D to use to create physics for a Quest3D application that can then be distributed as a single exe file, an installer, or

23、 screen saver (and under certain cases using a web browser).  There are no limits on the number of Quest3D applications that it can be used for, or fees that tie a developer to sales or each product they produce.<

24、;/p><p>  It is not open source, shareable or in some other form that does not meet the license requirements outlined in our EULA here.</p><p>  5.  What are the limits? </p><p> 

25、 The limits depend on your and your end-user systems.  There are a range of PhysX limits on the number of joints, etc that can be supported by implementations requiring hardware.  You should ensure you check ou

26、t those limits as part of preparing your application for end-use.  We have not yet been able to identify any specific PhysXforQuest limitations.  Good channeling structures in PhysXforQuest as part of the Quest

27、3D channeling environment will assist in how fast Quest3D operates.  How well Phy</p><p>  6.  Can I add code to it? Can I create spin off's?</p><p>  You can request an NDA develo

28、per license where we will release the code as part of the agreement.  In basic terms this allows you to make changes for internal use only, and you are not licensed to sell that code in any other form other than as

29、part of a Quest3d application product implementation to end-users.</p><p>  7.  Can I make games using PhysXforQuest and sell them?</p><p>  Yes. Absolutely, we hope you are able to use Phy

30、sXforQuest for gaming purposes as well as simulation and anything else requiring physics in Quest3D.  Our license is per developer and not product based so you can make as many games or other applications as you wis

31、h without further fees.  Please provide due acknowledgment. </p><p>  介紹PhysXforQuest和NVIDIA PhysX</p><p>  提供給Quest3D的物理終端:給予Quest3D完全的NVIDIA PhysX功能</p><p>  1.什么是PhysXforQue

32、st?</p><p>  這是一個插件,用于在Quest3D中制作物理的NVIDIA ® PhysX?技術(shù)。核心功能的PhysX?SDK中的絕大部分是通過實施Quest3D的Channels,讓你用你的物理系統(tǒng)的PhysX?。</p><p>  Quest3D目前支持的ODE,最近實施的牛頓物理學被Quest3D中第4版所包含。</p><p>  Q

33、uest3D的3版本只支持直接ODE,除了Quest3D的內(nèi)部碰撞通道。</p><p>  PhysXforQuest是對這些物理系統(tǒng)的一個選擇。它提供了大量額外的實時物理覆蓋能力和聯(lián)合剛體物理,角色控制器,高性能光線投射和車輪,以幫助發(fā)展車輛動力學專業(yè)的全部功能;以及柔體物理,布料系統(tǒng),力場,流體和粒子。更多內(nèi)容請參照NVIDIA PhysX Features。</p><p><

34、;b>  注意:</b></p><p>  PhysXforQuest和NVIDIA ® PhysX?技術(shù)能軟件和硬件同時實現(xiàn)。由于實時物理學的需要會導致幀速率較慢,你可以通過基于軟件,某些功能的應用。</p><p>  對PhysX?技術(shù)的優(yōu)點是可以實現(xiàn)要求通過實施專用硬件的PPU(PhysX物理加速器)和2008年8月訪問NVIDIA GPU的硬件支持C

35、UDA現(xiàn)在包括一對GeForce GPU的從8800范圍以上的物理(參閱NVIDIA的網(wǎng)站現(xiàn)場支持的硬件的最新列表給人一種廣闊的市場為Quest3D的開發(fā)人員實現(xiàn)物理學)。</p><p>  您實時3D要求和現(xiàn)場條件不同,您可能需要為您的系統(tǒng)需要硬件的支持。作為流體能最好的運行當NVIDIA ® PhysX? PPU或GPU卡在最終用戶系統(tǒng)安裝上。</p><p>  2.Ph

36、ysXforQuest的基本使用</p><p>  在Quest3D中,正如其他發(fā)展中的3D,你拖放通道或通道上創(chuàng)作窗口并連接Channels,建立物理系統(tǒng)模板。需要控制自己的運動物理渲染對象從全球PhysXforQuest矩陣輸出到3DObject通道鏈接(在軟件的總體部分上,布料和液體的情況,頂點直接由PhysXforQuest Channels所控制)。</p><p>  Cha

37、nnels已經(jīng)制定了一個開放的力學哲理,從邏輯層物理Quest3D的邏輯分離。任何參數(shù)是一個潛在的變化或要求設置或獲取可作為子Channels的值。這意味著你可以進行動態(tài)更改為在運行時表演者(物理對象,控制渲染對象)。你是無法阻止不斷變化的(最),因為該屬性或參數(shù)已在對話的Channels嵌入屬性。您有機會來獲取和設置通過命令通道的對象大部分物理性質(zhì)。</p><p>  PhysX?技術(shù)的廣泛的標志也開放逐位操

38、作Channels使您可以在運行時創(chuàng)建和設置許多標志。</p><p>  所有的核心的PhysX?類,包括場景,演員,人物等,都是由Channels實施。只需給PhysXforQuest的核心Channels連接上正確的順序,一個場景和演員(或接縫等)及其性質(zhì)的Channels,綁定三維物體和你正在進行的運動矩陣,PhysXforQuest會做其余的驅(qū)動與物理三維物體動作,在三維世界中的互動和碰撞。</p

39、><p>  3.我們在看什么類型的文件,有沒有教程?</p><p>  PhysXforQuest包含了為目前實施以及眾多樣本(目前60),提供實施PhysXforQuest和PhysX?的關(guān)鍵部件,每一個都無數(shù)樣品全部Channels的幫助文檔的完整集合。這些樣本可以作為進一步發(fā)展您自己的Channels組的基礎。</p><p>  另外的NVIDIA 

40、4;,提供了出色的文件,附帶樣本的文件(對一些屬性設置有用)和PhysX?技術(shù)可以適用于PhysXforQuest。</p><p><b>  4.什么是許可證?</b></p><p>  PhysXforQuest是一個單用戶的商業(yè)許可的Quest3D的開發(fā)利用創(chuàng)造了Quest3D的應用程序,然后可以作為一個單獨的EXE文件,安裝程序或屏幕保護程序(以及在某些情

41、況下使用Web瀏覽器)。Quest3D的應用數(shù)目沒有限制,能讓開發(fā)商出售他們開發(fā)的每個產(chǎn)品。</p><p><b>  5.有什么限制?</b></p><p>  這些限制取決于您和您的最終用戶的系統(tǒng)。有許多對PhysX的接頭數(shù)量的限制范圍等,可以通過硬件實現(xiàn),需要支持。你必須確保檢查這些限制成為你為最終使用準備的一部分。我們還沒有能夠確定任何具體PhysXfor

42、Quest限制。良好的PhysXforQuest結(jié)構(gòu)作為Quest3D的引導環(huán)境的一部分將協(xié)助Quest3D的運作速度。如何很好得駕駛PhysXforQuest場景中的三維物體的物理條件的作品將取決于你的場景,物體,多邊形和所有的控制以及現(xiàn)場呈現(xiàn)一些其他因素。</p><p>  6.我可以添加代碼嗎?我可以建立拆分嗎?</p><p>  你可以要求不公開的開發(fā)協(xié)議,作為協(xié)議的一部分,我

43、們將發(fā)布代碼。在基本條件下,這允許您更改只作內(nèi)部使用,而你在任何形式下不被授權(quán)出售這些代碼,除了作為Quest3d產(chǎn)品的一部分落實給最終用戶。</p><p>  7.我可以使用PhysXforQuest做游戲和銷售它們嗎?</p><p>  是的。當然可以,我們希望你能夠使用游戲目的,與模擬和其他任何需要在Quest3D的物理PhysXforQuest一樣。我們的許可是對每一個開發(fā)商來

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