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#1 |
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Member
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http://www.ati.com/developer/techpapers.html
I like the one on how to draw a diamond. http://www.ati.com/developer/gdc/Gosselin_Gem.pdf The one about rendering hair is great too. http://www.ati.com/developer/gdc/Sch...rRendering.pdf |
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#2 |
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Junior Member
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WOW the diamond and hair rendering is awesome! Thanx for the linky's still pouring over them.
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#3 |
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chaos dunk
Join Date: May 2003
Location: Mountain View, CA
Posts: 3,274
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Oh, ATI. You entitled the diamond one "Phat Lewt." I'm so going to kick your collective ass now.
The hair is remarkably unimpressive, IMO. It looks like polygons--maybe if you were going to perform cel shading for some sort of anime-inspired game, it'd look okay, but that just looks weird. |
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#4 |
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Senior Member
Join Date: Nov 2002
Location: Edmonton, Alberta, Canada
Posts: 1,765
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Well certainly better hair can be accomplished with demo-quality methods, but ATI's focus was probably more on what is practical for games.
__________________
"Extremism is so easy. You've got your position, and that's it. It doesn't take much thought. And when you go far enough to the right, you meet the same idiots coming around from the left." -- Clint Eastwood -Ostsol |
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#5 |
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Join Date: May 2002
Location: New York, NY
Posts: 12,678
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I don't think I like idea of using the rainbow map for dispersion on that diamond. I mean, it's not like it's for a game anyway, so why not just go all out? Why not just calculate the lookup in the environment map per-color?
__________________
April 20, 1979 - America must never forget. |
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#6 |
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Regular
Join Date: Feb 2002
Location: California
Posts: 4,732
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I thought ATI's skin shader was really unimpressive. Mistake #1 was showing it side by side with the Matrix Reloaded skinshader.
The diamond is uber cool tho. |
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#7 |
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Senior Member
Join Date: Feb 2002
Posts: 3,267
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There is normal map compression as one of the new feature for R420 ?
But I must say that Matrix reloaded skinshader looks photoreal, too bad none of our realtime solution come close to it yet |
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#8 | ||
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Member
Join Date: Nov 2003
Location: Burnaby, B.C., Canada
Posts: 873
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Quote:
Quote:
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#9 |
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Monochrome wench
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The hair looks fairly good. Sure, it's not perfect, but it certinaly would be a huge improvement over what games currently have.
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#10 |
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Crazy coder
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I think the hair looks pretty cool. A little polygonal, but you could just use smaller patches.
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#11 |
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Professional Malcontent
Join Date: Feb 2002
Location: HTTP 404
Posts: 2,855
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Maybe it looks better in action. As stills, it looks like somebody has a bad wig made out of palm fronds.
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Sigmatel, R.I.P. Me[X-------:--------]You |
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#12 | |
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Junior Member
Join Date: Nov 2003
Posts: 16
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Quote:
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#13 |
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Member
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the hair is cool, yeah. depends on style.. i think some style of hair will not be available for a long time.
but this is the style you can see in the hair-gel-adverts on tv, and they look pretty similar. so far, so good |
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#14 |
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Join Date: May 2002
Location: New York, NY
Posts: 12,678
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Looks matted to me, like the person hasn't washed their hair in a while, or likes to use tons of gel.
Anyway, I'm not terribly impressed with this particular style of hair rendering. I think better should be possible with similar or lesser polycounts, but somewhat more complex shaders.
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April 20, 1979 - America must never forget. |
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#15 |
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member
Join Date: Feb 2002
Posts: 7,506
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Dawn's skin shader uses no translucency fake AFAIK, only some facing ratio (or Fresnel term) controlled gradients on the diffuse and specular channels. ATI's shader is actually not that bad, and I like the speculars - but the source art could be better.
Interestingly, Nvidia has a very similar shader in their recent presentations |
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#16 | |
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Member
Join Date: Sep 2002
Posts: 381
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Quote:
Wouldn't polygon based be less taxing to animate as well? |
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#17 |
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Join Date: May 2002
Location: New York, NY
Posts: 12,678
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The problem with animating that hair is that it's alpha blended, and the rendering algorithm uses an approximation for back-to-front sorting for proper alpha blending, an approximation that would break very quickly with anything but the most subtle animation. The algorithm also won't work with all hair styles for the same reason (as far as I can tell, it's only good for variations on the one hair style displayed).
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April 20, 1979 - America must never forget. |
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#18 |
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Member
Join Date: Mar 2003
Posts: 595
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I was most impressed with the rendering at page 14 in the hair presentation.
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#19 | |
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Join Date: May 2002
Location: New York, NY
Posts: 12,678
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Quote:
__________________
April 20, 1979 - America must never forget. |
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