Realtime Hair in 3D Character
Have u seen the hair that Raiden has in Metal Gear Solid 2 ??
It''s not those sharp edges hair that ussualy a 3D characters have, but really cool and smooth hair like when u use Maya to make and render hair (do I make any sense here ??)
What kind of technique to implement such a cool features ??
Any information will do..
thx !!!
ps : Happy New Year !!!
I don;t know how they did it, but let me say this: For computer games, forget it. ALmost no computers have the kind of sheer GPU power it will take to do that. THe PS2 carries an extremely powerful GPU. So unless you are selling to the guys at SGI or something, just don''t bother.
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The sad thing about artificial intelligence is that it lacks artifice and therefore intelligence.
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The sad thing about artificial intelligence is that it lacks artifice and therefore intelligence.
I beg to differ.
Check out some of the latest demos by ATi. It is quite possible to do. As far as I know they are using something like a spring model for the hair. Just do a little searching for some tutorials (I know there is one on Gamasutra.com).
The new ATi and nVidia cards are really quite powerfu.
Moe''s site
Check out some of the latest demos by ATi. It is quite possible to do. As far as I know they are using something like a spring model for the hair. Just do a little searching for some tutorials (I know there is one on Gamasutra.com).
The new ATi and nVidia cards are really quite powerfu.
Moe''s site
Same as grass, just model the base background. Then layer up more upon it, you don''t need each hair drawn individualy, use a texture with many hairs on it.
ps2 is hyped beyond belief.
you do realize the gpu in the ps2 is quite poorly designed and sony fudged the graphic numbers. 66 million polys per second? heh, only if ALL effects and lighting are turned OFF AND you are dealing with similar polygons rotated on the screen. now the reality. ps2 due to crap design of the gpu with only 4MB memory. granted you can stream data over the narrow bus, it eats the performance. this also results in less texture detail as well as other limitations due to bandwidth. no texture decompression hurts as well. all modern video cards on the pc support some form of hardware texture decompression (though not always needed thanks to boatloads of ram on the board).
(800+, geforce3/radeon 8500) is more then enough to handle nearly any ps2 game with higher resolution and better textures. as a side note, the dreamcast is technical superior than ps2. with hardware decompression of textures, twice the vram, and the swooby powervr2 chipset with differed rendering of polys (only chipset that does rendering this way, though it hurts alpha blending performance a bit).
you do realize the gpu in the ps2 is quite poorly designed and sony fudged the graphic numbers. 66 million polys per second? heh, only if ALL effects and lighting are turned OFF AND you are dealing with similar polygons rotated on the screen. now the reality. ps2 due to crap design of the gpu with only 4MB memory. granted you can stream data over the narrow bus, it eats the performance. this also results in less texture detail as well as other limitations due to bandwidth. no texture decompression hurts as well. all modern video cards on the pc support some form of hardware texture decompression (though not always needed thanks to boatloads of ram on the board).
(800+, geforce3/radeon 8500) is more then enough to handle nearly any ps2 game with higher resolution and better textures. as a side note, the dreamcast is technical superior than ps2. with hardware decompression of textures, twice the vram, and the swooby powervr2 chipset with differed rendering of polys (only chipset that does rendering this way, though it hurts alpha blending performance a bit).
Moe: i think you mean string model, unless you want to use seriously styled hair .
do a search for on gamasutra for an article on spring systems. one of the examples shows you how to do a simple string simulation, and then just add in some basic collision detection with the rest of the body by testing each node of each hair with the main model. (basic point-in-poly)
do a search for on gamasutra for an article on spring systems. one of the examples shows you how to do a simple string simulation, and then just add in some basic collision detection with the rest of the body by testing each node of each hair with the main model. (basic point-in-poly)
cloth models might be more useful than strings. make a couple layers of the hair, each layer like a piece of cloth (kinda). you could get away with one layer, but you would get better results with a couple, with some blending; it''d give the hair a greater appearance of depth, and the animation could be nicer, if not more complex. the nice thing about hair is you wouldn''t need to worry about the layers colliding with one another, or with themselves like other cloth systems.
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>>ps2 is hyped beyond belief.<<
No kidding. Sheer GPU power on the PS2? Is that some kind of joke? Where''d you get that from, Promit?
No kidding. Sheer GPU power on the PS2? Is that some kind of joke? Where''d you get that from, Promit?
http://research.microsoft.com/~jedl
this site has a fur example and paper by Jed Lengyel. it is for fur, but should be easily altered to work with hair instead. i think the link to the microsoft xbox page with info about it ("fur overview" even has a picture of a guy''s hair done with this method. i honestly haven''t seen mgs2, so I am not entirely certain of the style you are referring to, but this shows the possibilities.
this site has a fur example and paper by Jed Lengyel. it is for fur, but should be easily altered to work with hair instead. i think the link to the microsoft xbox page with info about it ("fur overview" even has a picture of a guy''s hair done with this method. i honestly haven''t seen mgs2, so I am not entirely certain of the style you are referring to, but this shows the possibilities.
quote:Original post by a person
now the reality. ps2 due to crap design of the gpu with only 4MB memory. granted you can stream data over the narrow bus, it eats the performance. this also results in less texture detail as well as other limitations due to bandwidth. no texture decompression hurts as well.
Not to burst your bubble, but:
a) You can DMA a lot of textures across that "narrow bus" with *very little* performance hit at all - with decent dynamic texture management, you can actually get plenty of happy, pretty 32-bit textures across with no compression - and with non-processor-intensive compression, you can get oh so much more.
b) Most games with poor performance are usually core bound, not gpu bound. This results from little vu use or just non-optimized code. (finger of blame? the publishers for rushing products out the door - esp. the first gen stuff).
I actually rather enjoy working on the PS2 - sure it may be overhyped, but tell me that the XBox or GameCube isn''t.
-scott
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