Modeling digital twins of factories, cities, or entire worlds involves complex simulations that must accurately replicate the physical behavior of objects and systems, which are foundational in building physical AI for powering the next generation of autonomous systems.
NVIDIA PhysX® is a powerful, open-source multi-physics SDK that provides scalable simulation and modeling capabilities for robotics and autonomous vehicle applications.
PhysX based simulation of robots screwing nuts onto bolts, in Omniverse.
Key Benefits of PhysX
Open-Source
PhysX is fully open-source, enabling free use and sharing of your work with other developers, as well as contributing your innovative developments back to the community.
Unified
Model FEM soft body, cloth, particles, and fluid simulation with two-way coupled interactions under a unified solver framework.
Scalable
Runs on various platforms, from mobile CPUs to high-end GPUs, with a GPU API supporting end-to-end reinforcement learning via NVIDIA Isaac™ Lab.
Accurate
Enhanced simulation stability with robust collision detection, stacking, and joints, while also supporting momentum conservation and gyroscopic forces.
PhysX Features
Rigid Body Dynamics
Analyze multi-body dynamics under external forces like gravity. PhysX offers scalable rigid-body simulation for CPU and GPU, with proven industry performance.
Scene Query
Conduct spatial queries in simulated environments using the PhysX raycast, overlap, and sweep functions with customizable filtering.
Joints
Utilize a suite of common built-in joint types and support custom joints in PhysX through a flexible callback mechanism.
Reduced Coordinate Articulations
Reduced coordinate articulations provide a linear-time, guaranteed joint-error-free simulation of a tree of rigid bodies.
Vehicle Dynamics
Study the movement of multi-body interactions under external forces, such as gravity. PhysX provides industry-proven scalable rigid body simulation on both CPU and GPU.
Character Controllers
The kinematic character controller in PhysX permits an avatar to navigate a simulated world and supports both static and dynamically simulated bodies.
Soft Body Dynamics
Finite Element Method (FEM) simulation of soft bodies allows for accurate and efficient models of elastic deformable bodies.
SDF Colliders
A new Signed Distance Field based collision representation allows PhysX to simulate non-convex shapes like gears and cams without convex decomposition.
Position-Based Dynamics
Position-Based Dynamics provide a flexible framework for simulating a wide range of phenomena including liquids, granular materials, cloth, rigid bodies, deformable bodies, and more.
Custom Geometry
Utilize a wide range of built-in geometries and a flexible callback mechanism to allow custom geometry types into the simulation.
Fracture & Destruction
Blast, available in PhysX, is a destruction and fracture library designed for performance, scalability, and flexibility.
Smoke & Fire
Flow enables realistic combustible fluid, smoke, and fire simulations. Flow is part of the PhysX SDK.
Newton, the Next-Generation Open-Source Physics Simulation Engine
Newton is an open-source, GPU-accelerated, and extensible physics engine, co-developed by Google DeepMind and Disney Research, and managed by the Linux Foundation. Built on NVIDIA Warp and OpenUSD, Newton is optimized for robotics and compatible with learning frameworks such as MuJoCo Playground or NVIDIA Isaac Lab. Newton Beta is now available to use.
PhysX is the primary physics engine of NVIDIA Omniverse™, a platform of APIs and SDKs for building complex 3D and industrial digitalization workflows based on OpenUSD. NVIDIA Isaac Sim™ and Isaac Lab are two robotics reference applications built on Omniverse, which enable developers to build physical AI to power next-generation robots.
In this series, we cover the basics of the physics extension in Omniverse Kit 104, from the UI to fluid dynamics. In Parts 1 and 2, we cover the viewport and toolbar basics. In Part 1, we cover how to set up basic scenes, group objects for physics, and run and interact with…
This series covers the basics of the physics extension in Omniverse Kit 104, from the UI to fluid dynamics. In Parts 1 and 2, we cover the viewport and toolbar basics. In Part 1, we cover how to set up basic scenes, group objects for physics, and run and interact with simulations.…
In this series, we cover the basics of the physics extension in Omniverse Kit 104, from the UI to fluid dynamics. In Parts 3 to 7, we cover rigid body physics. In these videos, you will learn how to edit the mass and center of mass, how to assign forces to objects, how to use point…
This series covers the basics of the physics extension in Omniverse Kit 104, from the UI to fluid dynamics. In Parts 3 to 7, we cover rigid body physics. In these videos, you will learn how to edit the mass and center of mass, how to assign forces to objects, how to use point…
This series covers the basics of the physics extension in Omniverse Kit 104, from the UI to fluid dynamics. In Parts 3 to 7, we cover rigid body physics. In these videos, you will learn how to edit the mass and center of mass, how to assign forces to objects, how to use point…
This series covers the basics of the physics extension in Omniverse Kit 104, from the UI to fluid dynamics. In Parts 3 to 7, we cover rigid body physics. In these videos, you will learn how to edit the mass and center of mass, how to assign forces to objects, how to use point…
This series covers the basics of the physics extension in Omniverse Kit 104, from the UI to fluid dynamics. In Parts 3 to 7, we cover rigid body physics. In these videos, you will learn how to edit the mass and center of mass, how to assign forces to objects, how to use point…
This series covers the basics of the physics extension in Omniverse Kit 104, from the UI to fluid dynamics. In Parts 8 to 10, we cover materials to assign physical properties to objects. In these videos, you will learn how to use materials to assign density, friction, restitution, and…
This series covers the basics of the physics extension in Omniverse Kit 104, from the UI to fluid dynamics. In Parts 8 to 10, we cover materials to assign physical properties to objects. In these videos, you will learn how to use materials to assign density, friction, restitution, and…
This series covers the basics of the physics extension in Omniverse Kit 104, from the UI to fluid dynamics. In Parts 8 to 10, we cover materials to assign physical properties to objects. In these videos, you will learn how to use materials to assign density, friction, restitution and…
In this series, we cover the basics of the physics extension in Omniverse Kit 104, from the UI to fluid dynamics. In Parts 11 to 13, we cover different methods to filter out collisions and interactions form your simulated worlds. We cover collision groups, how to use filter pairs,…
This series covers the basics of the physics extension in Omniverse Kit 104, from the UI to fluid dynamics. Parts 11 to 13 cover different methods to filter out collisions and interactions from your simulated worlds. We cover collision groups, how to use filter pairs, and finally,…
This series covers the basics of the physics extension in Omniverse Kit 104, from the UI to fluid dynamics. Parts 11 to 13 cover different methods to filter out collisions and interactions from your simulated worlds. We cover collision groups, how to use filter pairs, and finally,…
This series covers the basics of the physics extension in Omniverse Kit 104, from the UI to fluid dynamics. In Parts 14 to 17, we look at the joint demos. We review prismatic joints, revolute joints, spherical joints used for rigid-body ropes and the D6 joint, and finally, how…
This series covers the basics of the physics extension in Omniverse Kit 104, from the UI to fluid dynamics. In Parts 14 to 17, we look at the different joint demos. We review prismatic joints, revolute joints, spherical joints used for rigid-body ropes and the D6 joint, and finally…
This series covers the basics of the physics extension in Omniverse Kit 104, from the UI to fluid dynamics. In Parts 14 to 17, we look at the different joint demos. We review prismatic joints, revolute joints, spherical joints used for rigid-body ropes and the D6 joint, and finally…
This series covers the basics of the physics extension in Omniverse Kit 104, from the UI to fluid dynamics. In Parts 14 to 17, we look at the different joint demos. We review prismatic joints, revolute joints, spherical joints used for rigid-body ropes and the D6 joint, and finally…
This series covers the basics of the physics extension in Omniverse Kit 104, from the UI to fluid dynamics. In this video, we show how to set up a character controller, which is a video-game-style movement controller that permits the player to move around a scene without…
Learn how the physics and simulation features in Omniverse can simulate real-life physics and situations. Get a deep-dive look into Omniverse Create, its interface, and what PhysX is, as well as a peek at Machinima and that interface. Gain foundational knowledge of Create and…
This video introduces the USD Physics Sample Pack using a demo warehouse stage. Users can drive a forklift within the interior space of the warehouse and interact with preset assemblies made from the physics-enabled assets included in the Sample Pack. Physics can also be…
This four-part tutorial will teach you tips and tricks on using Omniverse Physics. This series takes you through rigging and simulation of a simple desk lamp from preparing your source art for simulation, then setting up basics physics and colliders, and finally setting up the…
This four-part tutorial will teach you tips and tricks on using Omniverse Physics. This series takes you through rigging and simulation of a simple desk lamp from preparing your source art for simulation, then setting up basics physics and colliders and finally setting up the…
This four-part tutorial will teach you tips and tricks on using Omniverse Physics. This series takes you through rigging and simulation of a simple desk lamp from preparing your source art for simulation, then setting up basics physics and colliders and finally setting up the…
This four-part tutorial will teach you tips and tricks on using Omniverse Physics. This series takes you through rigging and simulation of a simple desk lamp from preparing your source art for simulation, then setting up basics physics and colliders and finally setting up the…
Note: This video may not reflect the current shipping versionIn this video, you will learn how to load the Warehouse Physics Demo Scene available in the NVIDIA section of any Nucleus server. You will learn what extensions to enable before loading the scene, which scene to…
This tutorial is part of a series of videos that showcase how Media and Entertainment (M&E) creators can connect their favorite apps to NVIDIA Omniverse and collaborate on a shared scene and project dataset. This video will walk through the scene file or stage, explore how…
Note: This video may not reflect the current shipping versionThis tutorial is part of a series of videos that showcase how Media and Entertainment (M&E) creators can connect their favorite apps to NVIDIA Omniverse and collaborate on a shared scene and project dataset. This…
This tutorial is part of a series of videos that showcase how Media and Entertainment (M&E) creators can connect their favorite apps to NVIDIA Omniverse and collaborate on a shared scene and project dataset. This video will explore layout variations and previsualization for…
This tutorial is part of a series of videos that showcase how Media and Entertainment (M&E) creators can connect their favorite apps to NVIDIA Omniverse and collaborate on a shared scene and project dataset. This video will illustrate the layout workflow used for the…
This tutorial is part of a series of videos that showcase how Media and Entertainment (M&E) creators can connect their favorite apps to NVIDIA Omniverse and collaborate on a shared scene and project dataset.This video will guide you through creating efficient physics…
This tutorial is part of a series of videos that showcase how Media and Entertainment (M&E) creators can connect their favorite apps to NVIDIA Omniverse and collaborate on a shared scene and project dataset.This video will show you how to add lamps to the warehouse…
This tutorial is part of a series of videos that showcase how Media and Entertainment (M&E) creators can connect their favorite apps to NVIDIA Omniverse and collaborate on a shared scene and project dataset. This video will cover some of the more useful rendering…
Note: This video may not reflect the current shipping versionThis tutorial is part of a series of videos that showcase how Media and Entertainment (M&E) creators can connect their favorite apps to NVIDIA Omniverse and collaborate on a shared scene and project dataset. This…
Note: This video may not reflect the current shipping versionThis tutorial is part of a series of videos that showcase how Media and Entertainment (M&E) creators can connect their favorite apps to NVIDIA Omniverse and collaborate on a shared scene and project dataset. This…
Meet the pioneers of NVIDIA physics simulation technologies. Join this breakout session with the lead engineers and product managers of NVIDIA PhysX, Flow, and Blast where you can discuss various simulation topics, get answers to your questions, and learn what's next on…
Join the NVIDIA PhysX and Omniverse Physics Simulation lead engineers for a discussion on the latest exciting features in PhysX 5, Flow, and Blast, plus what’s coming in the physics simulation pipeline for Omniverse. Ask questions and interact with the luminaries for any…
This is a live demonstration of multiple developers on different continents collaborating in real-time within the same scene using Omniverse Create. Developers will be modifying Jeremy Lightcap's winning Western scene…
In this presentation, we will explore newly-unveiled capabilities of deformable simulation in Omniverse Physics. We will focus on the algorithm and design choices, plus a wealth of new features available in the latest release of PhysX 5. To finish, we will take a deep dive into…
NVIDIA Omniverse™ features real-time physics simulation from NVIDIA® PhysX® 5, Blast, and Flow. Artists, designers, creators, and developers can easily implement ultra-realistic physics into their creations whether using Omniverse Create, Isaac Sim™, or…
Our presentation targets developers and practitioners alike in the fields of physics-based simulations and computer graphics. We'll start by characterizing physics simulations from the perspective of trustworthiness in the context of computer simulations in virtual worlds such…
This session introduces the simulation capabilities of Omniverse. In particular, we'll show how Omniverse leverages technologies like NVIDIA PhysX 5, Blast, and Flow to provide spectacular real-time rigid-body and fluid dynamics. We'll cover new innovations in PhysX…
This tutorial is the first in a series that covers the process of setting up physics including wheels and joints on a vehicle. In this session we cover using layers and how to assemble hierarchies to assemble components. We also cover the basics of activating physics in your…