Both games and films need to make use of realistic Physics, as well as represent huge numbers of small objects.
PARTICLE SYSTEMS AND PHYSICS
As well as the graphics, one
of the recent biggest growth areas in the gaming business is physics.
Ever since Half-Life 2's Source engine introduced us to
seesaw-balancing puzzles, and the ability to chuck bottles around and
make stacks of crates tumble dramatically to the floor, the gaming
business has been falling over itself to create the next big thing in
gaming physics. Physics is so big, in fact, that Intel even went as far
as buying gaming physics company Havok, while Nvidia bought Ageia.
Both
Havok and Ageia developed their own APIs for hardware-accelerated
physics. The Havok FX API could use GPU acceleration, while the PhysX
API could use Ageia's PhysX processor, and will soon be able to run on
GeForce 8 and 9-series GPUs too.
However, one feature that
both of these APIs have in common is the ability to calculate the
behaviour of numerous particles - this can mean anything from debris
flying from an explosion to snowflakes, and even human hair.
Particle
systems aren't new to the film industry, though. Pixar used a particle
system to create the snow in the snow dome in its short film 'Knick
Knack', which was released in 1989. However, calculating the behaviour
of thousands of particles is a hell of a lot of work for a computer,
and this is why we don't see realistic hair and fur effects in games
(and probably why Nvidia's Human Head demo features a bald man). The
current physics APIs are capable of impressive calculations, but we're
still a long way from recreating furry Mike from 'Monsters Inc'.
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