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Video game company Activision unveiled its new state-of-the-art real-time graphics during the 2013 Game Developers Conference. At GDC 2013, Activision also showcased amazing hyper realistic animation.

Jorge Jimenez, Activision’s real-time graphics R&D expert, wrote on his blog that the work “represents to us the culmination of many years of work in photorealistic characters."  “Each detail is the secret for achieving reality.” He believes that this technology brings current generation characters, into next generation life. At 180 fps in a Geforce GTX 680.             

The team behind this technology consists on Javier Von Der Pahlen (Director of R&D), Etienne Danvoye (Technical Director), Bernardo Antoniazzi (Techical Art Director), Zbyněk Kysela (Modeler and Texture Artist), Mike Eheler (Programming & Support) and me (Real-Time Graphics R&D).

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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.

news@animationsupplement.com

Video game company Activision unveiled its new state-of-the-art real-time graphics during the 2013 Game Developers Conference. At GDC 2013, Activision also showcased amazing hyper realistic animation.

Jorge Jimenez, Activision’s real-time graphics R&D expert, wrote on his blog that the work “represents to us the culmination of many years of work in photorealistic characters."  “Each detail is the secret for achieving reality.” He believes that this technology brings current generation characters, into next generation life. At 180 fps in a Geforce GTX 680.             

The team behind this technology consists on Javier Von Der Pahlen (Director of R&D), Etienne Danvoye (Technical Director), Bernardo Antoniazzi (Techical Art Director), Zbyněk Kysela (Modeler and Texture Artist), Mike Eheler (Programming & Support) and me (Real-Time Graphics R&D).

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.

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