Nvidia Hairworks - Taking hair to a new level!

Discussion in 'Rendering Technology and APIs' started by pjbliverpool, Jan 17, 2014.

  1. pjbliverpool

    pjbliverpool B3D Scallywag
    Legend

    Joined:
    May 8, 2005
    Messages:
    7,837
    Likes Received:
    1,155
    Location:
    Guess...
  2. AlphaWolf

    AlphaWolf Specious Misanthrope
    Legend

    Joined:
    May 28, 2003
    Messages:
    9,079
    Likes Received:
    1,163
    Location:
    Treading Water
    Without even watching the linked video, the PhysX logo on the screen might give a clue.
     
  3. pjbliverpool

    pjbliverpool B3D Scallywag
    Legend

    Joined:
    May 8, 2005
    Messages:
    7,837
    Likes Received:
    1,155
    Location:
    Guess...
    True, but then the write up says direct compute based. I agree though it's more likely to be a proprietry effect.
     
  4. ToTTenTranz

    Legend Veteran Subscriber

    Joined:
    Jul 7, 2008
    Messages:
    11,077
    Likes Received:
    5,628
    I didn't see any PhysX logo. I saw the announcement of physxinfo.com at the end which are probably the guys who made the video.
    It's a wiki/blog/forum that specializes in finding out what games have hardware/software PhysX and has various tutorials - i.e. how to do hybrid PhysX. I don't think it's affiliated with nVidia.

    Nonetheless, I agree that it's not even close to Lara's hair in Tomb Raider.
    BTW, it's a shame that they didn't bother to fix the hover-over-the-shoulders issue for the "definitive edition" in the new-gens.
     
  5. Zogrim

    Newcomer

    Joined:
    Feb 4, 2012
    Messages:
    4
    Likes Received:
    0
    HairWorks is running through DirectCompute. It was stated several times in the original article.
     
  6. jlippo

    Veteran Regular

    Joined:
    Oct 7, 2004
    Messages:
    1,451
    Likes Received:
    580
    Location:
    Finland
    Needs some anti-aliasing, but otherwise a step to right direction.
     
  7. DavidGraham

    Veteran

    Joined:
    Dec 22, 2009
    Messages:
    3,287
    Likes Received:
    3,546
    It's done through DC, But it can be done through PhysX too. Witcher 3 should feature a PhysX implementation of it. but that can be changed at the last minute. NVIDIA did a hair demonstration back in the Fermi days using DC and Tessellation.
     
  8. Arwin

    Arwin Now Officially a Top 10 Poster
    Moderator Legend

    Joined:
    May 17, 2006
    Messages:
    18,065
    Likes Received:
    1,662
    Location:
    Maastricht, The Netherlands
    It's ironic to see this in a game that needs so much work everywhere else (imho), but that's the way it is - much easier to update one asset that's in most of the game then upgrade environments that you barely spend 10 minutes in at most.
     
  9. gkar1

    Regular

    Joined:
    Jul 20, 2002
    Messages:
    614
    Likes Received:
    7
    TressFX 2.0 with significant performance improvements was introduced not long ago plus it can do grass and fur as well. Thief and Star Citizen will make use of it and it's likely consoles will adopt it before any Physx based solution for obvious reasons.

    http://developer.amd.com/wordpress/media/2013/11/TressFX11_v2.0.zip

    http://www.guru3d.com/news_story/tr...y_amd_now_with_hairfur_and_grass_physics.html

    http://www.pcgameshardware.de/AMD-R...Specials/TressFX-20-AMD-Technik-Demo-1104056/

    http://www.slideshare.net/DevCentralAMD/gs4147-billbilodeau


    Edit: Seems I was a bit too conservative, TressFX is ALREADY adopted and working on next-gen consoles. Tomb Raider Definitive Edition sports TressFX on PS4 and Xbox One.

    http://www.eurogamer.net/articles/2...e-edition-is-more-than-a-facelift-dev-insists.
    I wonder if the PS4/Xbox1 version of Thief will have TressFX as well.
     
    #9 gkar1, Jan 17, 2014
    Last edited by a moderator: Jan 18, 2014
  10. ams

    ams
    Regular

    Joined:
    Jul 14, 2012
    Messages:
    914
    Likes Received:
    0
    Try reading more carefully. As Zogrim said, this is running through DirectCompute, not PhysX!
     
  11. MfA

    MfA
    Legend

    Joined:
    Feb 6, 2002
    Messages:
    7,156
    Likes Received:
    586
    Batman:AA implemented it's MSAA through DirectX ...

    What are the license situations around TressFX and this?
     
  12. ToTTenTranz

    Legend Veteran Subscriber

    Joined:
    Jul 7, 2008
    Messages:
    11,077
    Likes Received:
    5,628
    My nVidia GTX 660 Ti ran Tomb Raider with TressFX on and I'm positive that nVidia didn't pay a dime to use it.

    It's IHV-agnostic, and the post-release patch dramatically improved the performance on nVidia cards.
     
  13. Frenetic Pony

    Regular Newcomer

    Joined:
    Nov 12, 2011
    Messages:
    499
    Likes Received:
    220
    Another great looking detail I'm generally not going to notice unless I inspect things up close from a first party vendor who's tech won't work well on competitors stuff and is probably not terribly scalable to most actual game scenarios, like say wandering about a city area with 50+ npc's with that hair.

    It's very nice looking, and a good advance, and when there's a good reliable paper on such with great performance and an easy artist workflow I'm looking forward to seeing such in games. Preferably after more important things like better indirect illumination and animation are solved.
     
  14. MfA

    MfA
    Legend

    Joined:
    Feb 6, 2002
    Messages:
    7,156
    Likes Received:
    586
    The only way to get something IHV agnostic is if it's open source AND there is no secret/implied contract with the developer to not work together with the competitor to optimize it for their cards.

    When something is only coded by one of the IHVs it will only ever be as good as needed to get adopted and no better (TressFX being an example of stuff which needed to be better to get adopted, as is PhysX on the consoles).
     
  15. ToTTenTranz

    Legend Veteran Subscriber

    Joined:
    Jul 7, 2008
    Messages:
    11,077
    Likes Received:
    5,628
    No.
    It's IHV-agnostic if it works with any IHV, which is the case.
     
  16. MfA

    MfA
    Legend

    Joined:
    Feb 6, 2002
    Messages:
    7,156
    Likes Received:
    586
    Ehh, language is flexible ... one man's works is another man's crippled.
     
  17. DavidGraham

    Veteran

    Joined:
    Dec 22, 2009
    Messages:
    3,287
    Likes Received:
    3,546
    seems that HairWorks is a permanent DC solution for now.

    http://physxinfo.com/news/12197/introducing-nvidia-hairworks-fur-and-hair-simulation-solution
     
  18. jlippo

    Veteran Regular

    Joined:
    Oct 7, 2004
    Messages:
    1,451
    Likes Received:
    580
    Location:
    Finland
  19. ToTTenTranz

    Legend Veteran Subscriber

    Joined:
    Jul 7, 2008
    Messages:
    11,077
    Likes Received:
    5,628
    Since the other thread was killed, this needs to be here:

    [​IMG]


    :mrgreen:
     
    firstminion, Clukos, homerdog and 6 others like this.
  20. TheAlSpark

    TheAlSpark Moderator
    Moderator Legend

    Joined:
    Feb 29, 2004
    Messages:
    21,737
    Likes Received:
    7,404
    Location:
    ಠ_ಠ
    Too true.


    Too true.
     
Loading...

Share This Page

  • About Us

    Beyond3D has been around for over a decade and prides itself on being the best place on the web for in-depth, technically-driven discussion and analysis of 3D graphics hardware. If you love pixels and transistors, you've come to the right place!

    Beyond3D is proudly published by GPU Tools Ltd.
Loading...