{"id":16898,"date":"2013-03-28T18:30:03","date_gmt":"2013-03-28T17:30:03","guid":{"rendered":"http:\/\/stevinho.justnetwork.eu\/?p=16898"},"modified":"2013-03-28T17:09:44","modified_gmt":"2013-03-28T16:09:44","slug":"activision-real-time-character-demo","status":"publish","type":"post","link":"https:\/\/stevinho.justnetwork.eu\/2013\/03\/28\/activision-real-time-character-demo\/","title":{"rendered":"Activision Real-time Character Demo"},"content":{"rendered":"

Die Jungs von Activision <\/strong>haben gestern ein Demo-Video ver\u00f6ffentlicht, in dem sie zeigen, wie realistisch man mittlerweile menschlicher Gesichter formen und animieren kann. Schon extrem beeindruckend, wie nah sie an der Wirklichkeit dran sind.<\/p>\n

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.<\/p><\/blockquote>\n

Danke an Pascal <\/strong>f\u00fcr den Link!<\/p>\n