Notice

Nvidia Titan demo

Demonstrating the power of the titan gtx graphicscard
"Digital Ira" is their latest "Comprehensive Performance Capture Technology", and represents their efforts to make performance capture more practical; more elegant:

1. ICT capture up to 30 high resolution "emotional" faces from their actor ( "Ira" ) that include happy, sad, angry, blink etc.
   Misc Fact 1: The "Light Stage" cycles through "Structured Light" patterns and pictures are taken by commercially available cameras to generate the mesh, bump, and color data.
   Misc Fact 2: Each "face" includes the underlying geometry, the diffuse color, the specular color, the diffuse bump map for describing the way large wrinkles roll across the skin, a specular bumpmap for the fine scales and creases of the skin, and a displacement that can be used to add detail to the character's surface.
   Misc Fact 3: This data is captured at 0.1 mm accuracy

2. The actor's performances are captured and recorded to video.  No makeup and no markers are necessary.
  Misc Fact 4: The video is recorded by commercially available cameras in common 1080p capture mode.

3. ICT runs the performance video through a compression engine that can describe any face the actor makes as a blended mosaic of those "emotional" faces.
  Misc Fact 5:  They figure out how the head bone and jaw bone move for gross movement.  The "emotional" faces are only necessary to drive facial expressions and not those skeletal movements.

ABOUT 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

NVIDIA FaceWorks

Recommended System:
-------------------

NVIDIA GeForce GTX Titan GPU
2.5 GHz Dual core CPU
4 GB System memory
2 GB Hard drive space
Microsoft Windows Vista, Windows 7, or Windows 8

Ingen kommentarer:

Send en kommentar

Welcome

We deal with everything in 3D.

A given software's functions and its strengthens and weaknesses. Techniques; modelling (character, etc.), scene setup, texturing, lightning, dynamics (fluids, etc.), rendering and composition.
Plugins and what opportunities
they offer.