Digital Molecular Matter

From Wikipedia, the free encyclopedia
Jump to navigation Jump to search
Digital Molecular Matter (DMM)
The logo for the DMM Engine.png
Developer(s)Pixelux
Stable release
1.0 / May 2010
Operating systemUnix, Linux, Mac, Windows, Xbox 360, PS3
LicenseProprietary
Websitewww.pixelux.com

Digital Molecular Matter, better known as simply DMM, is a proprietary middleware physics engine developed by Pixelux for generating realistic destruction and deformation effects. The offline version can support high-resolution simulations for use in movie special effects. The real-time version is designed for computer, video games, and other simulation needs by attempting to simulate physical real-world systems. Unlike traditional realtime simulation engines, which tend to be based on rigid body kinematics, the use of finite element analysis (FEA) allows DMM to simulate a large set of physical properties. Developers can assign physical properties to a given object or portion of an object, which allow the object to behave as it would in the real world (ice, gummy bear, etc.). In addition, the properties of objects or parts of objects can be changed at runtime, allowing for additional interesting effects.

DMM can be authored or used in Maya or 3ds Max to create simulation-based visual effects.

Academy Award[edit]

In 2015 three of the key architects behind DMM, James F. O'Brien, Eric Parker, and Ben Cole, were recognized for their work on DMM with an Academy Award.[1] The citation for the award reads:

To Ben Cole for the design of the Kali Destruction System, to Eric Parker for the development of the Digital Molecular Matter toolkit, and to James O’Brien for his influential research on the finite element methods that served as a foundation for these tools.

The combined innovations in Kali and DMM provide artists with an intuitive, art-directable system for the creation of scalable and realistic fracture and deformation simulations. These tools established finite element methods as a new reference point for believable on-screen destruction.

Platform availability[edit]

DMM is available and optimized for Microsoft's Windows, Xbox 360, Sony's PlayStation 3, Apple's Mac OS X, and Linux.

Function[edit]

DMM is a physical simulation system which models the material properties of objects allowing them to break and bend in accordance to the stress placed on them. Structures modeled with DMM can break and bend if they are not physically viable. Objects made of glass, steel, stone and jelly are all possible to create and simulate in real-time with DMM. The system accomplishes this by running a finite element simulation that computes how the materials would actually behave.

Use[edit]

DMM has been used in LucasArts's Star Wars: The Force Unleashed, and was used again for Star Wars: The Force Unleashed II.[2]

Plugins for Autodesk Media & Entertainment's 3ds Max and Maya animation software are also available. The plugin is built into Maya 2012.[3]

DMM has been integrated with Gamebryo, Trinigy Vision Engine, Irrlicht, OGRE and other game engines.

MPC Moving Picture Company has integrated DMM into their internal software pipeline known as Kali.[4]

Movies Using DMM[edit]

Several movies have made use of DMM for generating offline special effects. These include:

Television Shows, Shorts, and Commercials using DMM[edit]

Development[edit]

The DMM tools and middleware were developed for film and game effects by Pixelux Entertainment over a 6.5 year period starting in 2004. From 2005 through 2008, Pixelux's real-time version of DMM technology was exclusive to LucasArts Entertainment[33] as a part of the Star Wars: The Force Unleashed (TFU) project.[34] The FEM system in DMM utilized an algorithm for fracture and deformation developed by University of California, Berkeley professor, James F. O'Brien, as part of his Ph.D. thesis.[35] O'Brien then worked with a development team led by Pixelux CTO, Eric Parker, to develop code suitable for visual effects work and real-time applications.[36] The DMM tools pipeline was designed and implemented by a team led by Mitchell Bunnell, the CEO of Pixelux.

An ARM version of DMM was incorporated by Pixelux into their DMM Touch iPhone/iPad product.[37]

A version of the DMM Plug-In is included by Autodesk in their release of Maya 2012. The DMM Plug-In runs on all versions of Maya on all platforms in both 32 and 64-bit mode.[38]

Technical Citations[edit]

The following technical papers describe the algorithms that DMM is based on and some of the technical details of its implementation:

Technology partners and usage by companies[edit]

Notable companies using the technology include:

References[edit]

  1. ^ "21 Scientific And Technical Achievements To Be Honored With Academy Awards®". Oscars.org | Academy of Motion Picture Arts and Sciences. 13 January 2015. Retrieved 25 July 2021.
  2. ^ "GamesRadar+". www.nowgamer.com. Retrieved 25 July 2021.
  3. ^ "Autodesk Maya 2012 Announced. What's New? « 3D Graphics: Autodesk Maya •". 3dg.me.
  4. ^ "Archived copy". Archived from the original on 2011-06-02. Retrieved 2011-06-30.{{cite web}}: CS1 maint: archived copy as title (link)
  5. ^ "Prof. James F. O'Brien Miscellaneous Stuff". people.eecs.berkeley.edu. Retrieved 25 July 2021.
  6. ^ "- YouTube". YouTube.
  7. ^ Cinefex Magazine, issue 125, http://www.cinefex.com/backissues/issue125.html Archived 2012-02-20 at the Wayback Machine
  8. ^ "Stitching Together Sucker Punch". 2011-03-28. Archived from the original on 2011-04-04.
  9. ^ Cinefex Magazine, issue 126, http://www.cinefex.com/backissues/issue126.html Archived 2012-02-20 at the Wayback Machine
  10. ^ "X-Men: First Class VFX Breakdown". YouTube.
  11. ^ Cinefex Magazine, issue 126, http://www.cinefex.com/backissues/issue126.html Archived 2012-02-20 at the Wayback Machine
  12. ^ "SHERLOCK HOLMES: A GAME OF SHADOWS - Seth Maury - VFX Supervisor - MPC". 31 January 2012.
  13. ^ Cinefex Magazine, issue 127, http://www.cinefex.com/backissues/issue127.html Archived 2012-03-07 at the Wayback Machine
  14. ^ "MISSION IMPOSSIBLE GHOST PROTOCOL: Dave Morley - VFX Supervisor - Fuel VFX". 13 February 2012.
  15. ^ Cinefex Magazine, issue 129, http://www.cinefex.com/backissues/issue129.html Archived 2012-03-25 at the Wayback Machine
  16. ^ "WRATH OF THE TITANS: Gary Brozenich - VFX Supervisor - MPC". 19 April 2012.
  17. ^ "Prometheus: Rebuilding hallowed VFX space". 13 June 2012.
  18. ^ Cinefex Magazine, issue 130, page 60, http://www.cinefex.com/backissues/issue130.html Archived 2012-06-23 at the Wayback Machine
  19. ^ Abraham Lincoln Vampire Hunter – Bridge destruction sequence by Luis Alberto Cayo
  20. ^ Bond’s boldest adventure yet: Skyfall
  21. ^ "Man of Steel VFX milestones". 24 June 2013.
  22. ^ No small feat: making Jack the Giant Slayer
  23. ^ Inside Die Hard – the 4 biggest effects shots
  24. ^ The Art of VFX
  25. ^ "VFX adventures: The Lone Ranger". 26 July 2013.
  26. ^ "'Godzilla': How the Filmmakers Created the Iconic Creature and a Fully CG San Francisco (Photos)". The Hollywood Reporter. 27 May 2014.
  27. ^ "An appetite for destruction – leading VFX studios share their techniques for creating epic destruction" 3D World, Issue 184. Online Summary
  28. ^ Live. Die. Repeat the effects
  29. ^ "DARK SHADOWS: Arundi Asregadoo - VFX Supervisor - MPC". 29 May 2012.
  30. ^ "- YouTube". YouTube.
  31. ^ "Enel | Stone". 27 February 2012.
  32. ^ "Enel | Hammer". 27 February 2012.
  33. ^ "Force To Be Reckoned With". 2009-09-01.
  34. ^ "The Game Has Changed". 2008-03-01.
  35. ^ "Graphical Modeling and Animation of Fracture" (PDF). 2000-07-01.
  36. ^ "Real-Time Deformation and Fracture in a Game Environment". 2009-08-01.
  37. ^ "DMM Touch on iTunes". 2011-01-17.
  38. ^ "Autodesk Maya 2012 Software: New Ways to Explore, Refine and Present Creative Concepts". 2011-03-01. Archived from the original on 2011-04-12.
  39. ^ "Archived copy". Archived from the original on 2010-09-05. Retrieved 2010-05-29.{{cite web}}: CS1 maint: archived copy as title (link)
  40. ^ https://www.amd.com/us/press-releases/Pages/amd-ecosystem-2010mar8.aspx[bare URL]
  41. ^ "NVIDIA Partner Program".
  42. ^ LucasArts And Pixelux Redefine Environmental Realism For Next-Generation Interactive Entertainment
  43. ^ "Archived copy". Archived from the original on 2012-03-28. Retrieved 2011-04-05.{{cite web}}: CS1 maint: archived copy as title (link)