Published on Mar 27, 2013
This animated character is being rendered in real-time on current video card hardware, using standard bone animation. The rendering techniques, as well as the animation pipeline are being presented at GDC 2013, "Next Generation Character Rendering" on March 27.
The original high resolution data was acquired from Light Stage Facial Scanning and Performance Capture by USC Institute for Creative Technologies, then converted to a 70 bones rig, while preserving the high frequency detail in diffuse, normal and displacement composite maps.
It is being rendered in a DirectX11 environment, using advanced techniques to faithfully represent the character's skin and eyes.
You can find more detail on the rendering aspect here :http://www.iryoku.com/blog
This demo is running at 180 fps on current gtx 680 cards.
Note: Yes, this is the same source data from ICT used by Nvidia at GTC, but rendered using a completely different tech.
http://www.youtube.com/watch?v=l6R6N4Vy0nE&feature=youtu.be
This animated character is being rendered in real-time on current video card hardware, using standard bone animation. The rendering techniques, as well as the animation pipeline are being presented at GDC 2013, "Next Generation Character Rendering" on March 27.
The original high resolution data was acquired from Light Stage Facial Scanning and Performance Capture by USC Institute for Creative Technologies, then converted to a 70 bones rig, while preserving the high frequency detail in diffuse, normal and displacement composite maps.
It is being rendered in a DirectX11 environment, using advanced techniques to faithfully represent the character's skin and eyes.
You can find more detail on the rendering aspect here :http://www.iryoku.com/blog
This demo is running at 180 fps on current gtx 680 cards.
Note: Yes, this is the same source data from ICT used by Nvidia at GTC, but rendered using a completely different tech.
http://www.youtube.com/watch?v=l6R6N4Vy0nE&feature=youtu.be
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