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Thread: Skeletal Animation demo

  1. #1

    Skeletal Animation demo

    Hi all!
    I'm currently working on optimizing models render in my engine, and need to test results for any middle graphics cards (especially ATI)


    Controls:
    WASD + Mouse - move
    F1 - hands animation
    F2 - face animation
    F3 - slowmo
    Space - switch to animated camera
    1-5 - textures quality

    demo

    if you have any bugs or low FPS, please tell me about your videocard )

  2. #2

    Skeletal Animation demo

    The screenshot looks cool. I got a funny message in the log file:
    Code:
    # Log: Begin
    [151	]   Render  : Intel 965/963 Graphics Media Accelerator
    [1	]   Version : 1.5.0 - Build 7.14.10.1409
    [1	]   Vendor  : Intel
    [65	]  ! "Fatal Error: Your videocard sucks!"
    # Log: End
    I know that, you didn't have to emphasize it like that! :lol:

  3. #3

    Skeletal Animation demo

    Sorry, but OpenGL 2.0 required )))

  4. #4

    Skeletal Animation demo

    Wow... looking good.

    The demo with 400 animations runs with FPS >= 150. and the demo with 1600 animations runs with FPS >= 20. I have a AMD 64x2 5400+ and a Geforce 8600GT.

    Where did you get that model? It looks awesome.

    Keep it up!
    Coders rule nr 1: Face ur bugz.. dont cage them with code, kill'em with ur cursor.

  5. #5

    Skeletal Animation demo

    thx, model created by my comrade )

  6. #6

    Skeletal Animation demo

    60 fps on asset_test_1600 demo when i go on slowest place that is corner and setting camera towards other corner. Highest goes towards 300-500 fps.

    AMD Athlon 64 X2 Dual (4200+)
    2gb ram
    Geforce 8600 GT

    Would you describe more what graphics API it use and what kind of rendering?

  7. #7

    Skeletal Animation demo

    Compiller: Delphi 2006
    GAPI: OpenGL 2.0 / GLSL 1.2

    Culling:
    - Camera Frustum
    - Occlusion Query

    Animation:
    - Dual Quaternions (linear interpolation)
    - Layered blending with weights
    - 2 weighted joints per vertex
    - Hierarchical skeleton (calculated every frame for every model on CPU)

    Mesh:
    - Vertex Buffer Object extension
    - Full custom vertex declaration (all vertex parameters sending as attributes)
    - GL_TRIANGLES with vertex cache optimization (NvTriStrip)
    - Contain indices influence skeleton joints

    Exporter:
    - From Maya to raw xml - Collada
    - From xml to binary format

    Textures:
    - RGB-DXT1 for Diffuse & Specular maps
    - Swizzled DXT5 for Normal maps (-YZX)
    - Texture file contain all MipMap levels (to 4x4 px)
    - All 3 textures in demo is 1024x1024
    - Anisotropic filtering 16x

    Level Of Detail:
    - LODs for meshes & materials
    - Model in demo contain 3 LODs:
    0) near (7 meters)
    Diffuse + Bump + Specular
    - 3228 tris
    - 61 joints
    1) middle (14 meters)
    Diffuse + Specular + Vertex lighting
    - 1353 tris
    - 33 joints
    2) far (> 21 meters)
    Diffuse + Vertex lighting
    - 902 tris
    - 19 joints

    Shaders may be viewed in notepad (data.xpk) ^_^

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