Realtime morphing

Project diary for a realtime morphing demonstration. We are two skilled students at gsCept university creating an advanced real time morphing simulation. This is our diary about it.

Monday, February 14, 2005

Animation Started

Have started to animate the character now. So far, about 6 seconds or so is completed. I've noticed quite some problems with my rigging and skin-painting, but I'm correcting them along the way. Hopefully, the number of seconds/day will increase as my rig gets more final, skinpainting gets done and most important - I get used to animating this specific rig.

Perlin noise

Switched from creating the fogvolumes from 2 scrolling textures to a 3d perlin noise. This gives much more "realistically" looking fogvolumes and it's easier to control/predict the result.
The fogvolume in itself is made by a 16x16x16 texture (only 4k memory) stretched over an area of 64x64x64 and using 3 octaves of noise to give enough detail.
Also wrote the shaders för lightbased morphing and plane morphing in ps 3.0.
Optimized the volumetric lightning a little futher (because it's so fillrate heavy every cycle counts :) and now It's running pretty smooth.

Friday, February 11, 2005

Textures done

Well, I'm pretty sure I posted a post that got lost somewhere along the way... So sorry for the slow update on the graphics part.

Anyway, this is current status:
Textures are almost done! .. Everything except the reflection map and some tweaking. The problem is that I can't see the reflection map on my current card / pixel shader implementation. In order to see it, either Fredrik would have to write a specific pixel shader in 2.0 just for me to test the result - which would not only add more work but also a pitfall if the implementations would differ. The other solution - which also solves a future problem with not being able to test animation - is to aquire a gfx card with ps3.0, i.e. a gf6800.

After some serious problems with getting our school to even respond, we finally got rejected. And then another teacher ordered the card anyway. So, textures will be 100% done pretty soon after the gfx card has been installed.

Wednesday, February 09, 2005

Half life 2 shading implemented :)

Just added support for a skybox and it really lifts the overall feeling compared to a black background :)
Also implement "indirect lightning" ala Half Life 2 so i get rid of the ugliness that comes with normal ambient lightning.
The reason for this is when using normal ambient lightning the details from the normalmap won't show and the model just looks flat, i tried adding very faint pointligts that only affected the diffuse component but the indirect lightning implemented in half life 2 gives equally good result and it's cheaper.
It works by setting up an "ambient cube" which is 6 colors that measures the color of the light "flowing" from that direction, then depending on the surface worldspace normal i sample from 3 of the ambient cube sides and blend between them depending on the normals direction.
This gives pretty good results and the surface detail from the normalmap is visible even when shadowed.