Rente
2013-05-13, 19:46:11
nVidia hat vor kurzem eine neue Techdemo zur Verfügung gestellt: Lifelike Human Face Rendering
Beschreibung:Lifelike Human Face Rendering
Meet "Digital Ira". Ira represents a big leap forward in capturing and rendering human facial expression in real time, and gives us a glimpse of the realism we can look forward to in our favorite game characters.
This demonstration highlights the state of the art in performance capture. All Ira''s motions were acted out in a "light stage" at the Institute for Creative Technology at USC. The team there headed by Dr. Paul Debevec is able to photographically capture facial geometry, surface detail, and lighting information of an actor without any of the traditional tricks of face markers or special makeup.
This light stage data is pulled into NVIDIA''s demo engine, and using FaceWorks rendering technology we witness a realism of human facial rendering never before seen in real time. FaceWorks shading gives Ira lifelike skin, eyes, lips and teeth. Adaptive tessellation keeps the curves of his face perfectly smooth.
Play with this interactive demo to see Ira immersed in three different lighting environments. Adjust his skin rendering to see the effect of sub surface light transmission through his skin. And, see the realism of his facial motion as he stares you down with a myriad of lifelike expresssions.
Und aus der ReadmeABOUT THE REALTIME DEMO
1. This demo is brought to life by a collection of methodologies we collectively call "FaceWorks".
2. Mesh deformation is accomplished with skinning and by blending between facial targets given to us from ICT.
3. Diffuse color, specular color, diffuse bump, specular bump, and displacement all 4096x4096 textures of 30 facial targets.
4. Originally the texture data was several gigs, but is reduced to 300 megs by use of texture compression and through tile-based texture optimizations whereby redundant tiles are discarded.
5. Character is dynamically tessellated with smoothing and displacement driven by HDR displacement maps.
6. Skin includes HDR subsurface scattering and transmission. Is computed in texture space to eliminate issues at silhoutte and with a backface optimization to eliminate unnecessay work. Transmission most visible in lighting environment 3, where light can be seen through the ear lobe but blocked by the veins in the ear.
7. Eyes include subsurface scattering and a raytraced iris / pupil shader
8. Full scene HDR depth-of-field with bokeh and dynamic tone-mapping
9. The average pixel on the screen is the result of about 8000 instructions a. This equates to approximately 40,000 FLOPs per pixel b. At full HD resolution that is 82 billion FLOPs per frame c. At 60 fps that is 4.9 trillion FLOPs per second d. Those are shader instructions and do not include the 161 filtered texture fetches / pixel
Download ist hier möglich: http://www.nvidia.com/coolstuff/demos#!/lifelike-human-face-rendering
Anforderungen:
DirectX11
CUDA
min. Windows 7
min. GTX670 (k.A. ob auch weniger geht)
The average pixel on the screen is the result of about 8000 instructions a. This equates to approximately 40,000 FLOPs per pixel b. At full HD resolution that is 82 billion FLOPs per frame c. At 60 fps that is 4.9 trillion FLOPs per second d. Those are shader instructions and do not include the 161 filtered texture fetches / pixel. :eek:
Bild im Anhang.
GTX670@1040/3300 (Boost unbekannt) - 1920x1080 - 1xAA/1xAF:
22-24 FPS
Beschreibung:Lifelike Human Face Rendering
Meet "Digital Ira". Ira represents a big leap forward in capturing and rendering human facial expression in real time, and gives us a glimpse of the realism we can look forward to in our favorite game characters.
This demonstration highlights the state of the art in performance capture. All Ira''s motions were acted out in a "light stage" at the Institute for Creative Technology at USC. The team there headed by Dr. Paul Debevec is able to photographically capture facial geometry, surface detail, and lighting information of an actor without any of the traditional tricks of face markers or special makeup.
This light stage data is pulled into NVIDIA''s demo engine, and using FaceWorks rendering technology we witness a realism of human facial rendering never before seen in real time. FaceWorks shading gives Ira lifelike skin, eyes, lips and teeth. Adaptive tessellation keeps the curves of his face perfectly smooth.
Play with this interactive demo to see Ira immersed in three different lighting environments. Adjust his skin rendering to see the effect of sub surface light transmission through his skin. And, see the realism of his facial motion as he stares you down with a myriad of lifelike expresssions.
Und aus der ReadmeABOUT THE REALTIME DEMO
1. This demo is brought to life by a collection of methodologies we collectively call "FaceWorks".
2. Mesh deformation is accomplished with skinning and by blending between facial targets given to us from ICT.
3. Diffuse color, specular color, diffuse bump, specular bump, and displacement all 4096x4096 textures of 30 facial targets.
4. Originally the texture data was several gigs, but is reduced to 300 megs by use of texture compression and through tile-based texture optimizations whereby redundant tiles are discarded.
5. Character is dynamically tessellated with smoothing and displacement driven by HDR displacement maps.
6. Skin includes HDR subsurface scattering and transmission. Is computed in texture space to eliminate issues at silhoutte and with a backface optimization to eliminate unnecessay work. Transmission most visible in lighting environment 3, where light can be seen through the ear lobe but blocked by the veins in the ear.
7. Eyes include subsurface scattering and a raytraced iris / pupil shader
8. Full scene HDR depth-of-field with bokeh and dynamic tone-mapping
9. The average pixel on the screen is the result of about 8000 instructions a. This equates to approximately 40,000 FLOPs per pixel b. At full HD resolution that is 82 billion FLOPs per frame c. At 60 fps that is 4.9 trillion FLOPs per second d. Those are shader instructions and do not include the 161 filtered texture fetches / pixel
Download ist hier möglich: http://www.nvidia.com/coolstuff/demos#!/lifelike-human-face-rendering
Anforderungen:
DirectX11
CUDA
min. Windows 7
min. GTX670 (k.A. ob auch weniger geht)
The average pixel on the screen is the result of about 8000 instructions a. This equates to approximately 40,000 FLOPs per pixel b. At full HD resolution that is 82 billion FLOPs per frame c. At 60 fps that is 4.9 trillion FLOPs per second d. Those are shader instructions and do not include the 161 filtered texture fetches / pixel. :eek:
Bild im Anhang.
GTX670@1040/3300 (Boost unbekannt) - 1920x1080 - 1xAA/1xAF:
22-24 FPS