I don't know if "Xenomorphing" is the technical term or if it's simply a buzzword, but it's something that I don't believe is used in any videogames currently ( correct me if I'm wrong ), and I'm really interested in seeing what can be done with it.
For those of you who don't know, Xenomorphing seems to be a method of seemlessly morphing one character model into a completely diferent character model in real time. I first heard about it a while back when M$ announced XNA.
Here's a link to a trailer showcasing Xenomorphing.
http://www.gametrailers.com/player.php?id=3123&type=wmv
and here are a few pics....
EDIT : and if you can't see the pics, here's the link = P
http://www.xbox360degrees.com/2005/03/01/Screenshots/xna-xenomorph-demo-screenshots.html
For those of you who know more about this, I have a few questions about how it's implamented on the Xenos. I'm just GUESSING, so don't laugh at me too hard if I'm way off base.
I imagine that the geometry tesselation unit ( GTU ) on the Xenos would be used to create a vertex mesh for the character models, just like they would for implamenting proper displacement mapping.
I assume they would use the GTU as when morphing from one character model to another, the geometry not only needs to be reorganized, but most likey the first or second character model would be comprised of a different number of polys.
Then the actual morphing process would be handled by the Xenos vertex shaders ( Unified shaders ).
Again.... that's just a guess.... I'm hoping someone in the know will help me better understand more about what Xenomorphing is = )
The special effects of Vertex processing has always sort of taken a back seat to what can be done with pixel shaders. Presumably that's why GPU's have roughly 3X's the ammount of Pixel shaders to vertex shaders. I'm interested in seeing devs push those vertex shaders
For those of you who don't know, Xenomorphing seems to be a method of seemlessly morphing one character model into a completely diferent character model in real time. I first heard about it a while back when M$ announced XNA.
Here's a link to a trailer showcasing Xenomorphing.
http://www.gametrailers.com/player.php?id=3123&type=wmv
and here are a few pics....
EDIT : and if you can't see the pics, here's the link = P
http://www.xbox360degrees.com/2005/03/01/Screenshots/xna-xenomorph-demo-screenshots.html
For those of you who know more about this, I have a few questions about how it's implamented on the Xenos. I'm just GUESSING, so don't laugh at me too hard if I'm way off base.
I imagine that the geometry tesselation unit ( GTU ) on the Xenos would be used to create a vertex mesh for the character models, just like they would for implamenting proper displacement mapping.
I assume they would use the GTU as when morphing from one character model to another, the geometry not only needs to be reorganized, but most likey the first or second character model would be comprised of a different number of polys.
Then the actual morphing process would be handled by the Xenos vertex shaders ( Unified shaders ).
Again.... that's just a guess.... I'm hoping someone in the know will help me better understand more about what Xenomorphing is = )
The special effects of Vertex processing has always sort of taken a back seat to what can be done with pixel shaders. Presumably that's why GPU's have roughly 3X's the ammount of Pixel shaders to vertex shaders. I'm interested in seeing devs push those vertex shaders