Latest TV3D 6.5 Videos

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Latest TV3D 6.5 Videos

Postby darqSHADOW » Mon Feb 21, 2005 2:03 pm

Well, another one of our users did it again... Here's what Waterman was able to pull off using TV3D 6.5 and Newton. Below is a quote from him, on what is going on...

The ocean is made using an improved version of the Ocean.fx shader that comes with NVidia FX Composer. But the real work has been on developing generic physics calculation algorithms for the vessel (potentially several, but one only for now) seen in the picture.

Basically, the hull of vessel is simplified into 16 elements, each with independent calculation of various force vectors. Each individual element has a location and a size interpolated from a real vessel hull. Though, in this case i only managed to freeload a 3DS model of that British Hovercraft, so the physics behaviour is slightly trimmed to fit the special shape of that.

The physics calculation is a hybrid of custom code and the Newton physics engine. The repeated calculation first resolves the water surface height at each of the 16 points, by simulating a part of the shader code in application code. Then it gets the hull's current position, movement and rotation speed as given from Newton, and applies various forces (lifting force, various damping/counter forces, centrifugal forces, engine force etc.) and friction against the water. Then everything is composed into one total force and one total torque that are applied on the physics body, i.e. passed to the built-in Newton phyics engine. Newton then takes care of inertia etc. and re-positions the whole thing. This is a part of the "main loop", but i will probably later on slow down the in-code calculation to one or a few iterations per second.

Note that several elements are still missing in the simulation. This is still proto-typing. I am aiming at eventually getting a realistic simulation with real-world elements.


http://www.truevision3d.com/download.php?file=storm.avi

And screenshots:

http://personal.inet.fi/surf/waterman/storm1.jpg
http://personal.inet.fi/surf/waterman/Storm2.jpg
http://personal.inet.fi/surf/waterman/Storm3.jpg

And just for good measure, here's another very fun feature to play with in 6.5, mesh morph targets!

http://www.truevision3d.com/download.php?file=morph.avi

Enjoy!

DS
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Postby Julio Jerez » Mon Feb 21, 2005 11:41 pm

Wahoo that is some fine simulation you got going there. I mean real fine.
Every think is very good. It can see TV6.5 is a bit more that a plain rendering engine.
About the facial animation, is this data captured from cyber scan, or it is key frame animation
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Postby Arius » Tue Feb 22, 2005 12:09 am

Julio Jerez wrote:Wahoo that is some fine simulation you got going there. I mean real fine.
Every think is very good. It can see TV6.5 is a bit more that a plain rendering engine.
About the facial animation, is this data captured from cyber scan, or it is key frame animation


I'm not sure if you mean internally in TV3D or externally in my code. I used a series of meshes, morph targets, one as a reference with no expression. Then one with anger, disgust, suprise and so on. Then I compiled them( some funky TV3D stuff :lol: ) and morphed them one to the next in TV3D code, there was no keyframing, it tweens from the reference mesh to the morph target in TV3D - all the meshes are actually completely static :)
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Postby darqSHADOW » Tue Feb 22, 2005 2:09 pm

The facial animation is actually Morph Targets. So, you take a static mesh, and position it into all of the poses you want, and then compile it using our ModelView program. It uses the common verticies to morph the model between the poses, and can even blend multiple animations together, giving a % of morph for each pose. (For example, a smile would use the smile_open and smile_closed morphs at certain percentages.)

Its very cool stuff, and is exactly what HL2 uses for facial animation, but it has much more possibilities, as we'll show off in our techdemo. ;)

DS
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Postby walaber » Wed Feb 23, 2005 2:31 am

the hovercraft looks really amazing!! truly cool way to use the physics engine!! :D :D
Independent game developer of (mostly) physics-based games. Creator of "JellyCar" and lead designer of "Where's My Water?"
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Postby darqSHADOW » Wed Feb 23, 2005 2:46 pm

Thx walaber! That scene actually has quite a bit more going on than you'd think. Since the water is generated via a vertex shader, the physics engine had no idea about the different heights of the waves, so it posed an interesting problem for Waterman (the user who created this video) to solve. After a few long conversations in our beta chatroom with Sylvain, the problems were solved, the forces properly applied, and the boat bobs and floats in a very believable manner. The "rolling fog" you see was made using our 6.5 SDK ParticleEditor, and is actually nothing more than multiple large billboards, affected by attractors and repellers, with varying alphas. Another very cheap, yet believable effect. I'm hoping to see splashing soon, using more dynamic particle systems, for when the waves crash onto the ships hull. =)

DS
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Postby walaber » Wed Feb 23, 2005 10:48 pm

indeed... the only things I can think of to improve on the visuals would be splashing, and perhaps some "billowing" of the skirt when it hits a wave (that would be really difficult I think)...

overal extremely impressive!
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