Contour Reality Capture

About Truespace Archives

These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.

They are retained here for archive purposes only.

Contour Reality Capture // Roundtable

1  |  

Post by parva // Apr 28, 2007, 5:56am

parva
Total Posts: 822
pic
Mova (http://www.mova.com/)

Really cool. Ok nothing a private people could pay :D but imagine that games will someday have such smooth/realistic character animations... wow.

Post by hemulin // Apr 28, 2007, 6:30am

hemulin
Total Posts: 1058
pic
Wow, looks really good. Though you'll probably have to have an pretty powerful machine to have characters in games like that. ;)

Post by parva // Apr 28, 2007, 11:29am

parva
Total Posts: 822
pic
:D yes but it will not take long. Polycount has increased in the past very fast.
Take a first person game where you can talk with individuals. I think Characters with 20k or more and dense head mesh are possible. The shown samples are more interested for film business but like the EA Ceo has stated at the site it's also a great step for games (we need just more "story" inside games, not just "killing" and shooting everything which comes in range :D).
I think that emotions can also become more realistic with this system.

Post by Tiles // Apr 28, 2007, 9:24pm

Tiles
Total Posts: 1037
pic
Let's wait for the Blender integration ... :P

Post by xmanflash // Apr 29, 2007, 12:31am

xmanflash
Total Posts: 335
Let's wait for the Blender integration ... :P


Hmm - .. Note to self... Run up the hardware store, grab a trolley and some 50fps flashing fleuros and some fleuro paint, 5 HDV cameras a model and and some blending/splicing RsObj scripts in Truespace.. Could be cheap :-) kinda like the $30 Steadycam!

Post by xmanflash // Apr 29, 2007, 12:33am

xmanflash
Total Posts: 335
Wow, looks really good. Though you'll probably have to have an pretty powerful machine to have characters in games like that. ;)


As Parva said, some of the games coming are not too far off this level of detail - (not polycounts but fluidity) especially the DX10 stuff, and having built in capability to use the GPU as a physics controller will help things like hair and such.. notice they didnt do anything difficult - just face and neck.. but that with mocap libraries will be enough for now..
Awportals.com is a privately held community resource website dedicated to Active Worlds.
Copyright (c) Mark Randall 2006 - 2021. All Rights Reserved.
Awportals.com   ·   ProLibraries Live   ·   Twitter   ·   LinkedIn