New hair simulation demo

Ghost of D3D said:
Heck, to ensure your impact, make movies of demos that will only run using next-gen-to-be-released ATI hardware! :p

Ehm, I'm not going to do that. First of all, I'm not in a position where I can preannounce any future products or features future products may have or even give hints. Second, I'm not very interested in hosting videos, both because of the size (would probably have to upgrade my webhost subscription) and that it's not really my thing either. And while I recognice that my demos have a positive effect for ATI I'd rather leave the PR stuff to the PR people.

Ghost of D3D said:
I'd be interested to know your reaction/response to such offers.

Well, basically I've just informed them on my current situation and made a mental note about potential future employers. My work permit will run out almost exactly a year from now. I haven't yet made any plans what to do after that.
 
Mendel said:
I was referring to this kind of bump mapping :)

That's several techniques. Bumpmapping, parallax mapping and horizon mapping primarily. My main contribution was that I combined them all. The only thing I haven't seen anyone else do, that I did in that demo, was to adjust the texture coordinates for the shadow map so that the shadow follows the parallax.
 
Matt B said:
Hey Humus, a bit OT but if you are interested I can whip you up a nicer head with a blendshape based head generator system I've made for Maya http://vertpusher.com/tools/head-generator/ . I could possibly get some textures together as well.

Let me know if you're interested.

That would be very cool. :cool: If you were to do this, I'd definitely upgrade the demo and of course give you credit for the artwork. I'd need it to be textured though.
 
Humus said:
You're confusing Vertex Texture Fetch and Fetch4. The latter is totally unrelated. VTF could be used to implement the same stuff though, but requires additional hardware, whereas R2VB only needs a driver update (assuming the card can use a linear memory layout for render targets).
Thank you for kindly correct me and giving me a right information. I just did install ATi cat 6.3 driver (no CCC) on my NC6000 with mobility 9600 and the demo work great :smile:, it looks very cool on texture and surrounding. I may try your other demo again since the last time I tried it my laptop was on older driver. Great work and I'm waiting for your next cool demo.
 
Ah nice to see Humus is hard on work on cool tech demos still :) (hehe I'm just getting back into this website after almost a year hiatus since I left from here)

Now I only wish I could use it on my video card >_<

Anyways keep up the good work and hope to see more :)
 
very nice :)

however it seems to not like being resized...

hair.jpg
 
I've gotten a few reports like that, but I'm not seeing the same thing here. But I can see that happening if the framerate would get very jerky, which could happen for a few moments if you resize the window. I tried emulating this by randomly calling Sleep(rand() % 100) once in a while, and I could get it a bit unstable that way. So I adjusted things a bit until I didn't happen anymore and uploaded a new version of it. You can now also press F5 to reset the hair again if it would get unstable.
 
Ran the demo @ 1920 x 1200 on my laptop scored around a 100 fps. The head was honestly freaky but the hair was impressive! Great work! Great demo!
 
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What about a time-step limit? If it ever chugs for like a second you won't really care if everything was actually paused for .9 seconds(unlike in a multi-player game).
 
It has a timestep limit. I always put that into stuff like this to avoid problems with framerate fluctuations. However, you don't want to make the timestep too low, or it will constantly be stuck on the limit for slower cards, making the simulation appear in slowmotion. In the last revision I lowered the maxium timestep to 0.007, meaning that you'd need a framerate of at least 143fps to keep above that limit. Fortunately, in this case even the Mobility 9700 in my laptop can keep that framerate, so that shouldn't be a problem.
 
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