The future of hair is here. AMD launched a new teaser site today with the headline, "TressFX: A New Frontier of PC Realism" and an unveiling date of February 26 for their new tech. "Render. Rinse. Repeat." Just off of word association, along with the teaser image found in the header, it's clear AMD's got some new hair technology they're excited about showing.
Resident techy and our communications guru here at Neo, Mr. Gabe, says the word is AMD's got some fresh particle effect and tessellation systems to handle realistic hair volume. Much preferable to, say, typical polygonal LEGO hair. Obviously, this is one of the reasons male protagonists are preferred in video games -- short hair. Good to see AMD taking steps to break the status quo.
Look forward to more news on Tuesday, tomorrow, when AMD unveils TressFX in all of its flowing, beautiful glory. Hopefully with a mind-blowing tech demo involving a space marine taking off his helmet and revealing his luxurious locks, gracefully blowing in the wind. Or, you know, Lara Croft. That would work too.
Thread Recap (last 10 posts from newest to oldest)
Feb 27, 13 at 7:53pm
harbin it looks like a start, it’d be advantageous for AMD to have something proprietary on the market since if they secure both consoles and its dev friendly they can basically have implementation in most next gen games, single handedly dominating PhysX (which never really established ground due to the 50/50 market split between it and its rivals and console incompatibility) and havoc.
All that remains to be seen is whether AMD has the capacity to develop something good enough since they, for the most part support open source, and likely have less experience in that area.
Feb 27, 13 at 11:38am
So would this be AMD now trying to combat Nvidias PhysX? I hope they develop it beyond hair physics in the future.
Feb 27, 13 at 9:00am
Kaindog Hahaha, I'd trade all of the FPS for that. lol
Feb 27, 13 at 8:53am
bluexy Seeing as Skyrim would be amazing with my Khajit just fluffing up the place, then yes.
Feb 26, 13 at 10:37am
It's not.. that complicated on the high level. When you can use complex math (past shader logic), you can have fairly complex models and wave-simulations running on the object collections - but only render the visible parts. And not - for example - the individual strands of hairs, with particle physics pushing each strand back and forth, and so on.
Because that would be extremely heavy. Even if updating or "flexing" strands of hairs in the mesh/model isn't actually that expensive.
It's similar to the way the fur was done in Shadow of The Colossus, or the fur we were kind of expecting in The Last Guardian. Same principle they use in WipeoutHD and GT5 (much more complex models in the game than what's rendered - the rendered detail is dynamic, adjusted to what the rasterizer actually can complete.. GT5 has a few physics details that are much more complex than what you can do with directcompute every frame as well..).
The irony is that the level of this is pretty low compared to what could have been made on the ps3.
Feb 26, 13 at 10:07am
Kaindog Aren't you willing to trade 5-10 FPS for beautiful hair?
Feb 26, 13 at 10:05am
The hair will have more polygons than the actual entity is how I'm reading this.
Feb 25, 13 at 8:34pm
^^and it has implications for all forms of particle physics and rendering
Feb 25, 13 at 7:20pm
^ It's... one of the most difficult things to animate believably. Hair.
Feb 25, 13 at 6:37pm
Thought this article was brilliant until I realised it was serious.
Hair graphics, really?
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