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ATI RADEON 8500
"Rachel" Facial Animation Demo
The
RADEON 8500 Rachel Demo shows an example of the
realism that can be achieved when applying SMARTSHADER™
technology at the vertex and pixel levels.
Vertex shaders are used to morph between animation
keyframes output from the Life
F/X facial animation system, while pixel shaders
are used to render the most realistic skin ever
drawn in real-time. The Life F/X facial
animation system has been used in past well-known
(non-real-time)
SIGGRAPH animations such as The Jester
(1999) and Young At Heart (2000).
In
the RADEON 8500 Rachel demo, texture maps representing
the base skin color, skin pores and shininess
are combined and lit on the fly using a complex
1.4 pixel shader which models Fresnel
effects and even takes into account the variability
of the oiliness of the skin. Even the hair
and eyelashes are lit with per-pixel anisotropic
lighting to simulate the lighting patterns one
sees on surfaces made up of small grooves or strands
(such as hairs).
Here are a variety of screenshots of this demo:
Note
specifically the specular bump maps on Rachel's
lips, skin and even her teeth. Also, note
the environment mapping of her eyeballs which
includes separate geometry for the cornea, significantly
increasing the level of realism. Even the
jewels and satin choker have their own shaders.
More shots for you to scrutinize:
ATI RADEON 8500
Island Demo
The
RADEON 8500 Island Demo is the coup de grâce
of the RADEON 8500 demo suite, leveraging every
ounce of functionality of the chip. The
island demo takes place on three different islands
of an ocean-covered alien planet. The islands
are connected via large arched portals through
which the viewer flies. The total flythrough
is about four minutes.
Island 1
| This island has a colorful
crystalline theme, with multi-colored crystals
casting light on the environment. Look
for the stencil shadows, which are used to
accurately cast shadows in the scene.
Note specifically the animated creatures which
cast shadows on both the environment and themselves.
All of the lighting is done per-pixel, using
1.4 Pixel Shaders to compute accurate per-pixel
bump mapping and distance attenuation. |
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Island 2
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This island has an inland lake
which is populated with a big green slug creature.
As this creature animates, note that it is
accurately reflected in the surface of the
water and refracted through the surface of
the water. This is done using a pair
of renderable textures: a reflection map and
a refraction map. When drawing the water,
these two textures are used on the bump mapped
water. In all of the islands, the sky
is visible. The sky uses a combination
of several Perlin
noise textures and dependent texture reads
to generate natural-looking roiling clouds.
Like most of the shaders used in the Island
Demo, this shader is only possible with 1.4
Pixel Shaders. |
Island 3
| On island 3, we witness a mysterious
ceremony happening on the alien world.
Bump mapped and skeletally animated bipeds
morph into quadrupeds and run into the ocean.
The camera follows the action of the ceremony
before zooming up the final portal. |
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