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[Guru3d]TressFX 2.0 by AMD - Now with hair, fur and grass physics - Page 7

post #61 of 84
Quote:
Originally Posted by sugarhell View Post

From your sources.

The animation of hair is controlled using event-triggered procedural animation primitives that implement wind, gravity as well as head movement

It use physx engine. Its not hardware accelerated (gpu)

The whitepaper from 2001 is not a description of the implementation of the hair simulation in Alice... It's pointless talking to you.

The hair in Virtua Fighter 3 most likely uses jointed hard-body physics. You keep saying it's scripted but even the evidence in-game is contrary unless they precomputed every scenario, the hair moves to, lands at and stays in different locations every time the character moves and doesn't have any errors with hair magically floating to its initial position in the same animation. It's pretty damn clear it's not precomputed. Exhaustive precomputing of TressFX-like hair simulation would have taken ages on their computers and the result would take up a lot of space. And, of course, they're not fixed animations for reasons described above. The hair is ropes.
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post #62 of 84
Quote:
Originally Posted by geoxile View Post

Quote:
Originally Posted by sugarhell View Post

From your sources.

The animation of hair is controlled using event-triggered procedural animation primitives that implement wind, gravity as well as head movement

It use physx engine. Its not hardware accelerated (gpu)

The whitepaper from 2001 is not a description of the implementation of the hair simulation in Alice... It's pointless talking to you.

The hair in Virtua Fighter 3 most likely uses jointed hard-body physics. You keep saying it's scripted but even the evidence in-game is contrary unless they precomputed every scenario, the hair moves to, lands at and stays in different locations every time the character moves and doesn't have any errors with hair magically floating to its initial position in the same animation. It's pretty damn clear it's not precomputed. Exhaustive precomputing of TressFX-like hair simulation would have taken ages on their computers and the result would take up a lot of space. And, of course, they're not fixed animations for reasons described above. The hair is ropes.


doh.gif


I just watched some DOA on utube. The hair animation is totally scripted. It moves the same way every time. Watch when a fight starts, same damn animation. The hair also rolls over the should same way. Same everything. That is scripted. True environmental physics is totally different.
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post #63 of 84
Any reason why the demo wont work for me? I mean, it starts up but it just sits in the taskbar. I have 2 Titans in SLI and have tried everything including only running 1 and disabling Shadowplay..and it still doesn't open.

If I hover over it on the task bar I can see in the preview the statistics and head/hair... but when I click on it it wont open.. weird.
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post #64 of 84
Quote:
Originally Posted by tsm106 View Post

doh.gif


I just watched some DOA on utube. The hair animation is totally scripted. It moves the same way every time. Watch when a fight starts, same damn animation. The hair also rolls over the should same way. Same everything. That is scripted. True environmental physics is totally different.

"True environmental physics"? Do you even know what you're talking about? What exactly is "true environmental physics" anyway? Games that have objects that act in accordance with some rules of physics have "true physics". Those big styrofoam debris pieces in Battlefield 4 that you can kick around on foot? Physics. For things such as wind to actually act upon an object those forces need to exist. I never said DoA games and Virtua FIghter had environmental effects like wind, only that they had working hair physics, and they do.

And
http://www.youtube.com/watch?v=ySe8W8DSeQ4
In that video you can very clearly see the pigtails land on different spots of the body every time the character comes to rest. 1998 on Sega Saturn.

You can see the same here with her pigtail things, though they're shorter than the VF3 character's pigtaiils.
http://www.youtube.com/watch?v=CP_pl4Sv620
It's hard to tell on characters who have long ponytails tied back because the head almost always faces forward, but you can probably find better examples if you play DoA Xtreme Beach Volleyball. For the hair of course.
Edited by geoxile - 1/13/14 at 7:17pm
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post #65 of 84
I'm starting to grow a fondness for AMD's upcoming work. I honestly think if everyone had an open mind they would too.

AMD for innovation!

ps - demo was awesome, showed my girlfriend what a virtual head banger looks like. AMD rock onnnnnnnn.
post #66 of 84
http://i3.minus.com/jbu75HRDpJKBrG.bmp

The simulation is quite fun to play with. But looking at this:

http://community.amd.com/community/amd-blogs/amd-gaming/blog/2013/03/05/tomb-raider-launches-with-revolutionary-tressfx-hair
Quote:
Wind tears through a perilous chasm, whipping Lara's ponytail to the side. With TressFX Hair, each one of her thousands of individualized strands of hair are constantly changing with the windspeed. DirectCompute is additionally utilized to perform the real-time physics simulations for TressFX Hair. This physics system treats each strand of hair as a chain with dozens of links, permitting for forces like gravity, wind and movement of the head to move and curl Lara's hair in a realistic fashion. Further, collision detection is performed to ensure that strands do not pass through one another, or other solid surfaces such as Lara's head, clothing and body.

Is it really necessary to simulate each of the thousands of strands? Or for that matter to have dozens of joints in each strand? Not only is it ultimately performance intensive, the final result, while impressive, doesn't look very stylish. Wouldn't it look better simply to have a few "strands" on a character that guide pieces of hair? Like a single strand determining how a ponytail would move. Assuming only the number of strands and links affect performance (external factors excluded), it would hypothetically be possible to have hundreds of characters with simulated hair in a single scene, instead of just one.
Edited by geoxile - 1/13/14 at 8:43pm
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post #67 of 84
"True environmental physics" holds only in hair conditioner commercials and Hollywood romantic movies.
For gamers, it's always bald chicks biggrin.gif
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post #68 of 84
Quote:
Originally Posted by Remij View Post

Any reason why the demo wont work for me? I mean, it starts up but it just sits in the taskbar. I have 2 Titans in SLI and have tried everything including only running 1 and disabling Shadowplay..and it still doesn't open.

If I hover over it on the task bar I can see in the preview the statistics and head/hair... but when I click on it it wont open.. weird.
Right click on the thumbnail that pops up when you hover over it and select "Maximize." It may take three or four attempts, but that's what got it for me. Not sure what's up with that problem. I have two 7970's in crossfire, so maybe it's just a multi-GPU thing?

Anyway, the demo here looks very nice. It looks like it would take a little trial and error to get the proper implementation in any specific game, but I'd really like to see the results. TressFX in Tomb Raider was great. Obviously flawed, but still great. This rendition seems to smooth out a lot of the wacky effects from before. I'm really hoping this gets updated or at least modded in to Tomb Raider at some point. It would be quite interesting to see how it compares to before.
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post #69 of 84
Quote:
Originally Posted by riscorpian View Post

Right click on the thumbnail that pops up when you hover over it and select "Maximize." It may take three or four attempts, but that's what got it for me. Not sure what's up with that problem. I have two 7970's in crossfire, so maybe it's just a multi-GPU thing?

Anyway, the demo here looks very nice. It looks like it would take a little trial and error to get the proper implementation in any specific game, but I'd really like to see the results. TressFX in Tomb Raider was great. Obviously flawed, but still great. This rendition seems to smooth out a lot of the wacky effects from before. I'm really hoping this gets updated or at least modded in to Tomb Raider at some point. It would be quite interesting to see how it compares to before.

That did it. Thank you very much. Neat little demo and runs pretty damn good. thumb.gif
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post #70 of 84
Quote:
Originally Posted by ar3f View Post

"True environmental physics" holds only in hair conditioner commercials and Hollywood romantic movies.
For gamers, it's always bald chicks biggrin.gif


^^I wonder if whomever came up with the name tressfx... got inspiration from exactly that.


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