Accurate human rendering in game [2014-2016]

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The sorcerer and the woman from the order with scars on her neck look the best. However, none of them look as good as the woman in the activision demo. Is that shot of the woman from the order in game and real time?

I believe it is the real time model. Totally forgot about the activision tech demo. Jorge Jimenez even worked on Ryse:
Accurate solution: using 3D LUT, prebaked using photon mapping [JIMENEZ12]
No wonder the eyes looks so good! However nothing comes close to these
http://www.iryoku.com/images/posts/next-generation-life/lauren-04.jpg
http://i5.minus.com/iw9ZFYjZclE93.jpg
It's funny that you included Aki, because there are a couple of interesting technical details there...

- Back at that time there was no SSS implementation, and very little understanding of human skin shading at all. Square used a couple of tricks but the lack of proper translucency was a big hurdle. No wonder that the most realistic character was Dr. Sid, whose old skin required very little of it.
- There was also no proper sculpting tool to add the necessary detail, thus the shapes and forms were a little rough and artificial. Also, scanning wasn't really an option either as there were very few laser scanning facilities, whereas nowadays a few dozen DSLRs and Agisoft Photoscan can get you pretty good results - and both Ryse and Order characters were relying on such tools heavily.
- On the other hand, hair rendering is still not using hair strands in game engines, but only textured polygons as a shortcut. Aki's hair is still way over the horizon. Same goes for the displacements, although it wasn't as dominant - because of the lack of scanned/sculpted source meshes - on the FF characters either.
Great info Laa-Yosh. Look at this:
iFA3ap8Nnw6NB.png

That's POM for the walls right?

Each character's base body model was built from more than 100,000 polygons, plus more than 300,000 for clothing alone. Each character's model bears 60,000 hairs, each of which were separately and fully animated and rendered.
Only 400k polygons, impressive. I wonder if future tressfx implementations could come close to half of what the movie is doing. Here are some pictures of the character models if you're curious, but i'm sure you've seen them before.
http://i6.minus.com/ibrOcFnECmsfPY.jpg
http://i5.minus.com/iDEyPayYB143z.jpg
http://i5.minus.com/it8ZDQEks9GWo.jpg
http://i2.minus.com/iqYjCbE7XNUrE.jpg
http://i5.minus.com/ij6hbEMGOaCWB.jpg
http://i5.minus.com/i82pOtpiKBi0J.jpg
http://i2.minus.com/iyTEnPVHXYIxB.jpg
http://i4.minus.com/ibolR00AbAbdUc.jpg
http://i1.minus.com/iBdjzpvIHYvft.jpg
http://i5.minus.com/iL1kutd2MzCSq.jpg
Screencaps from the movie
ibnSiuX78bDfeX.png

ibvJe3dnTJDDTZ.png

iDV8aYOAVxcQz.png

icSkb83qFYHu3.png


After all these years, Dr. Sid is still very impressive.
 
I believe it is the real time model. Totally forgot about the activision tech demo. Jorge Jimenez even worked on Ryse:

.

Jorge didn't work on Ryse. They just applied some of the work he published in his Siggraph 2012 "Separable Subsurface Scattering and Photorealistic Eyes Rendering" talk.
 
Jorge didn't work on Ryse. They just applied some of the work he published in his Siggraph 2012 "Separable Subsurface Scattering and Photorealistic Eyes Rendering" talk.

Whoops, yeah misread that slide.

wow the old dude, top right looks very good, is this a real existing game? or just a cutscene.

That is from the Final Fantasy:Spirits Within movie. Rendered using a server farm.
 
There was a real time demo of aki running on sony's GS cube at the time, i guess todays PCs have surpassed this machine's specs ?
 
That's POM for the walls right?

Nope, POM is a realtime technique on GPUs, neither the hardware nor the idea existed at FF's time.

I believe they used standard poly modeling and texturing techniques with some displacement mapping here and there. The production switched from the Maya renderer to PRMan after completing a handful of shots, so there's a good chance that not all assets were built with displacement in mind (which only PRMan was reasonably good at back then).
 
There was a real time demo of aki running on sony's GS cube at the time, i guess todays PCs have surpassed this machine's specs ?
In practical respects, yes.

It's a pile of PS2's, so it still pushes an impressive figure in the "let's add up all the bandwidths" game, if you treat the eDRAMs as memory pools separate from the GPUs.

In any case, modern graphics hardware should be much better for "accurate human rendering."
 
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Yeah it probably just pushed phong shaded models with textures at 1 or 2 levels of tessellation with spotlights and shadow buffers. I don't really know if there are any actual screenshots on the web about how the images looked like; some were listed somewhere but those were the movie renders and not from the GSCube.
 
In practical respects, yes.

It's a pile of PS2's, so it still pushes an impressive figure in the "let's add up all the bandwidths" game, if you treat the eDRAMs as memory pools separate from the GPUs.

In any case, modern graphics hardware should be much better for "accurate human rendering."

755GB/s according to the wiki entry.
 
Yeah it probably just pushed phong shaded models with textures at 1 or 2 levels of tessellation with spotlights and shadow buffers. I don't really know if there are any actual screenshots on the web about how the images looked like; some were listed somewhere but those were the movie renders and not from the GSCube.

I know which ones you're talking about. Medium sized screenshots with some type of weird gamma. Are these it?
http://i7.minus.com/iuBRwzf0K4o2x.jpg
http://i3.minus.com/iCwK0XQe7xO0T.jpg
http://i6.minus.com/iVrFV5GoQy6T0.jpg
http://i3.minus.com/ivuoBLmnAFXua.jpg
GScube Specs
- CPU 128Bit Emotion Engine x 16
- System Clock Frequency 294.912MHz
- Main Memory Direct RDRAM
- Memory Size 2GB (128MB x 16)
- Memory Bus Bandwidth 50.3GB/s (3.1GB/s x 16)
- Floating Point Performance 97.5GFLOPS (6.1GFLOPS x 16)
- 3D CG Geometric Transformation 1.04Gpolygons/s (65Mpolygons/s x 16)
- Graphics Graphics Synthesizer I-32 x 16
- Clock Frequency 147.456MHz
- VRAM Size 512MB (embedded 32MB x 16)
- VRAM Bandwidth 755GB/s (47.2GB/s x 16)
- Pixel Fill Rate 37.7GB/s (2.36GB/s x 16)
- Maximum Polygon Drawing Rate 1.2 Gpolygons/s (73.7Mpolygons/s x 16)
- Display Color Depth 32bit (RGBA: 8 bits each)
- Z depth 32bit
- Maximum Resolutions 1080/60p (1920x1080, 60fps, Progressive)
- Merging Functions Scissoring

Alpha Test
Z Sorting
Alpha Blending

- Sound: Emotion Engine native audio
- Maximum Output Channel 16
- Sampling Frequency 48KHz
- Output Data Length 16bit
- Output Data Format AES/EBU Digital Audio Format

Other Specifications

Host Interface:
Peak transfer rate 2.4 GB/s (approx.)
Parallel bus 1024 bit for data/32 bit for control

x64 GScube
- CPU 128Bit Emotion Engine x 64
- System Clock Frequency 294.912MHz
- Main Memory Direct RDRAM
- Memory Size 8.1GB (128MB x 64)
- Memory Bus Bandwidth 198.4GB/s (3.1GB/s x 64)
- Floating Point Performance 390.4GFLOPS (6.1GFLOPS x 64)
- 3D CG Geometric Transformation 4.16B Gpolygons/s (65Mpolygons/s x 64)
- Graphics Graphics Synthesizer I-32 x 64
- Clock Frequency 147.456MHz
- VRAM Size 2GB (embedded 32MB x 64)
- VRAM Bandwidth 3TB/s (47.2GB/s x 64)
- Pixel Fill Rate 151GB/s (2.36GB/s x 64)
- Maximum Polygon Drawing Rate 4.7B Gpolygons/s (73.7Mpolygons/s x 64)
- Display Color Depth 32bit (RGBA: 8 bits each)
- Z depth 32bit
- Maximum Resolutions 1080/60p (1920x1080, 60fps, Progressive)
- Merging Functions Scissoring

There were 100x and 1,000x versions as well, so just do the conversions.
"With the feedback from the demonstration at Siggraph, we realized that
the present [16-processor] prototype did not have enough performance for
3-D graphics creation and realistic rendering in real-time," said Ken
Kutaragi, president of Sony Computer Entertainment.

"We are planning to introduce a system with about 64 parallel-processing
units next year
." Sony and one of its collaborators, a film production
company called Square, jointly demonstrated the GScube in Tokyo on
Tuesday (Sept. 12) by synthesizing a footage in real-time from the
computer-graphics movie version of Final Fantasy.


Square is now producing this film, based on a popular computer game, for
release next summer in the United States. (Not done on GScube)
So the Rare Final Fantasy demo was running on the 64x version?
"The 64-board GScube will put Sony ahead of the graphics system road map it announced a year ago, when it promised to develop a system with 10 times the processing clout of Playstation 2 in 2000, followed by a 100-times version in 2002 and a 1,000x version before the end of the decade."
The demo with the current prototype, however, reduced rendering for
textures such as hair to suit the abilities of the system. Where in the movie
a character's hair was rendered as 40,000 lines, for example, the demo
displayed only 4,000. (This would explain the 1000 GSblade version
needed to create ANTZ or The FF movie in realtime.)
Wikipedia from the movie ie not GScube:
Each character's model bears 60,000 hairs, each of which were separately and fully animated and rendered.
FINAL FANTASY MOVIE MYTH AND WIKIPEDIA INACCURACY

The GS cube was not used to render the FF movie. However
Square Hawaii did program software for the unit. As quoted from a resume.
FF the Movie was rendered on a custom render farm using four SGI Origin 2000 series servers,
four Onyx2 systems, and 167 Octane workstations.The basic movie was rendered at a home-made
render farm which consisted of 960 Pentium III-933MHz workstations.

Resident Evil 3D renders were done by Framestore CFC using
dual core NT servers.
Stellar Work by Assembler- http://www.assemblergames.com/forums/showthread.php?18036-GSCUBE-information
Here are two pictures i saved a while back showing the FF demo on the GScube.
i5Qg58jJVJSJG.jpg

irLHXDLkDbYfs.jpg


So GScube 1,000x has enough power to render Spirits Within. I know the hair is impossible to replicate this gen, or maybe even next gen. But what about the character models?
 
the hardest things to handle in real time now are hair and clothes, the rest is close or even better than spirit within characters IMO.
 
the hardest things to handle in real time now are hair and clothes, the rest is close or even better than spirit within characters IMO.

Yeah some things are definitely better, like Laa-Yosh said back then developers/graphical artists had very little understanding of human skin shading, and the movie had no subsurface scattering, and other effects we take for granted today. 100k for the base model and 400k for the clothing seems believable 3-4 years from now.
 
I know which ones you're talking about. Medium sized screenshots with some type of weird gamma. Are these it?

I believe these are the movie images, rendered in PRMan mostly. I had a lot of 1080p shots of these and they didn't look like anything possible in realtime, probably not even today. Take note of the hair shading in particular, I don't think that could be done with textured poly strips instead of individual hair strands.
 
the hardest things to handle in real time now are hair and clothes, the rest is close or even better than spirit within characters IMO.

Cloth is not really the shading but the simulation - very processing intensive and usually with lots of tiny itnersection errors that require manual fixing even in movie VFX. It's also something you can't really accelerate with GPUs or just bandwidth, it takes processing power mostly.

And yeah, hair has to be individual strands, with very high levels of supersampling AA and there's no shortcut or substitute for that.
 
David Gant. He says his name in the video when he introduces himself to Maurice.

David-Gant-new-web.jpg


They dropped his beard, but otherwise spot on.
 
David Gant? saw him in 'the devils chair' 'cold and dark' 'dracula 2' 'romasanta the werewolf hunt' and others
decent actor
anyways graphically iut l;ooks brilliant if its ingame
 
Yeah, I came across him in something a month or so ago. I didn't recognize him at first, but he gave another character that same look of "stern disapproval". They really nailed the facial animation in that demo, that I was able to recognize him via his facial expressions. It was so similar it was kinda freaky.
 
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