PDA

View Full Version : Skeletal Animation demo



XProger
18-01-2009, 06:30 AM
Hi all!
I'm currently working on optimizing models render in my engine (http://exgine.googlecode.com/), and need to test results for any middle graphics cards (especially ATI)
http://www.picamatic.com/show/2009/01/18/09/07/1777715_640x480.jpg

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

demo (http://mentalx.org/tmp/Model_test_2.rar)

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

Brainer
18-01-2009, 06:36 AM
The screenshot looks cool. :) I got a funny message in the log file:


# 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:

XProger
18-01-2009, 06:50 AM
Sorry, but OpenGL 2.0 required )))

chronozphere
18-01-2009, 08:32 AM
Wow... looking good. :o

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!

XProger
18-01-2009, 09:00 AM
thx, model created by my comrade )

User137
18-01-2009, 12:13 PM
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?

XProger
18-01-2009, 02:10 PM
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) ^_^