Separable SSS

Discussion in 'Rendering Technology and APIs' started by IrYoKu, Feb 2, 2012.

  1. IrYoKu

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  2. deeFive

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    cool demo!!
     
  3. Andrew Lauritzen

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    Very nice looking, and major props for posting the binary and source!! :)
     
  4. IrYoKu

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    Thanks! :)
     
  5. Ike Turner

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    Insane! Really great work IrYoKu
     
  6. Frenetic Pony

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    High quality results with performance perfectly acceptable for application to any reasonable console/pc game, source code and demo, you rock!
     
  7. CarstenS

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    Very impressive indeed. Runs flawlessly here on a 7970 as well!
     
  8. gongo

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    wow how did you get the almost...zero aliasing look? looks very CGI once i turned down the bloom...love the smooth round head......no polygon seams.. i did managed to catch minor aliasing (nose bridge to lips), only when i positioned the head directly under the light ...facing right...interestingly...selecting the various AA type made no different..even at 16cfaa..still aliasing on the nose bridge...

    this is the way LEO is meant to be imho..:oops:
     
  9. fellix

    fellix Hey, You!
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    The DOF filter actually beaks MSAA resolving. SMAA mode does a better job at the edges.
     
  10. CNCAddict

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  11. hoom

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    So are there any barriers to applying this to an animated character moving arbitrarily through a game world?

    I don't pretend to know anywhere near enough about programming to be able to work that out myself :oops:
     
  12. Dwarden

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    after lowering the bloom and specular it feels bit more lifelike ;)
     
  13. Acert93

    Acert93 Artist formerly known as Acert93
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    Very nice (understatement!), and I like the music. What is the music on this and the SMAA video if you don't mind me asking?
     
  14. IrYoKu

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    Thanks for the comments!

    @hoom, there are no barriers at all. The skin shader itselft is extremely cheap. Using a so tessellated geometry on a game is probably now possible in DX11. The quality of other effects can be turned down for slow spec computers. And, this is important, when a face is far away from the camera, the performance it takes is almost zero (as everything is done in screen-space). So I don't see any show stopper here :)

    A lot of people noticed the problems with the overly high speculars and eyelashes, I'd like to fix that in a further iteration, at some point in the future.
     
  15. tabs

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    After watching the video I expected perhaps 20 FPS on my GTX470. Actual results were min: 54, Max 104, Avg 74.33.

    Congratulations. What a superb demo.
     
  16. homerdog

    homerdog donator of the year
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    My avg was about the same as yours bigtabs. I have a GTX260 but only a 1440x900 monitor.
     
  17. Man from Atlantis

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  18. Bludd

    Bludd Experiencing A Significant Gravitas Shortfall
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    It looks very good, but I think the grain is overdone.
     
  19. tabs

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    Well, it's far from Mass Effect film grain though it is a tiny bit too much for my liking. Probably fixes all manner of imperfections though.

    Has anybody here tried it in stereo yet? If you turn off the specular (intensity to 0) it's almost perfect. I think it's actually the bloom on the specular highlights that breaks it. Any way to disable the bloom?
     
    #19 tabs, Apr 23, 2012
    Last edited by a moderator: Apr 23, 2012

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