Accurate Human Rendering in Game [2017]

Discussion in 'Console Technology' started by Recop, Feb 22, 2017.

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  1. Clukos

    Clukos Bloodborne 2 when?
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    One story related NPC from H:ZD

    [​IMG]
     
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  2. DieH@rd

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  3. Orion

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    By individual strand as a polygon I assume they mean individual polygonal strands.

    There was also a paper showing realtime individual fiber for clothing might also be possible, but not sure the limitations. LOD should greatly help, as that would only occur during close ups.

     
  4. Laa-Yosh

    Laa-Yosh I can has custom title?
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    Common thing about such tech papers is that it takes years to have them appear in actual games, at best - or they may completely disappear at the worst :(

    [​IMG]
     
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  5. ProspectorPete

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    I guess not many games are underwater mermaid simulators :-(
     
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  6. AlBran

    AlBran Ferro-Fibrous
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    nVidia just need to ninja their way into Team Ninja's dev house.

    Wonder how it compares to TressFX tbh. Caveats, trade-offs etc.
     
  7. eloyc

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    Yup, but honestly, I don't understand why it takes so long for us to see such things in current videogames. Isn't that demo from ~2004?
    EDIT: of course, I understand that this is a matter of resources assignment, but I think it's also time for the developers/graphics cards manufacturers to focus a bit more in these things that will make videogame characters look more real. I for one would prefer to see real-time hair/clothing instead of superultrahigh textures and superfancy shaders on characters. I mean texture quality, polygon density and shaders are quite good, by now, so please try to push other aspects rather than offering yet another SSS technique, which I will barely notice while playing, for instance.

    That's unfortunate, you know? (I love mermaids)
     
    #67 eloyc, Mar 23, 2017
    Last edited: Mar 24, 2017
  8. Laa-Yosh

    Laa-Yosh I can has custom title?
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    You also have to consider that any tech demo will only demonstrate the tech in isolation and under complete control. Getting it to work in an interactive environment, and making it robust is a whole different challenge.

    On the brighter side, there are some advancements happening, particularly with cloth sims - it is now a common expectation to have some level of this going on, at least for the player's character. Aloy for example has many pieces with secondary dynamics, and that also includes some of her hair (even if those are just poly-based braids). I wonder if Compute shaders can be utilized to increase complexity and/or leverage the tech to secondary characters; it is for example quite puzzling to see most of the NPCs in Horizon with parts of their costumes and hair intersecting everywhere.

    Oh and I've just seen the close-ups from Aloy's skin - those are quite evidently based on scans too, and work reasonably well. But I still think that her face is unnaturally smooth :(
     
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  9. Benetanegia

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    I mean...

    If you're going to genetically resucitate a hero who sacrificed her entire life (both her latest years and her life life) to save the world, with practically the only intention to ask her to sacrifice everything for the world yet again... you might as well give her flawless skin. I think it's fair. :-D
     
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  10. London-boy

    London-boy Shifty's daddy
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    Re: Horizon, I did notice that for a tribal society who live in mountains without any electricity to speak of (even though they have millions of robots running around running on electricity), almost everyone looked pretty immaculate and out of some Paris fashion week show.
     
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  11. DSoup

    DSoup meh
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    That's fresh air and exercise!
     
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  12. Karamazov

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    Maybe they found old stocks of cosmetic creams and beauty products
     
  13. Clukos

    Clukos Bloodborne 2 when?
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    Playing around with the time of day slider close to Aloys face (that's the same place as the screenshots I posted some days ago)
     
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  14. Clukos

    Clukos Bloodborne 2 when?
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  15. London-boy

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    What's that? Computer says no.
     
  16. Nesh

    Nesh Double Agent
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  17. Clukos

    Clukos Bloodborne 2 when?
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  18. Dictator

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    Finalised human skin shader for Squadron 42:
    [​IMG]
    "Heads were also successfully converted to use the human skin shader developed by the graphics team. Since there are 44 different areas of blended wrinkles and blended diffuse, the texture cost was quite high, at about 100 MB per head. With this change, roughly 90% of the original texture memory cost was saved without discernable visual impact."
     
  19. Jupiter

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    The animations and the dynamic wrinkle and blood flow maps will surely look good.

    Squadron 42 will not only have one main/important character but 15. Remember the cast: http://www.imdb.com/title/tt5194726/
     
    #79 Jupiter, Apr 15, 2017
    Last edited: Apr 15, 2017
  20. Jupiter

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    Isolated Old Man clips from ATV.
     
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