lørdag, januar 23, 2021

Lagoa Physics(meget cool)

Daily Rush Debat Off-topic Lagoa Physics(meget cool)

Viser 3 kommentarer - 31 til 33 (af 33 i alt)
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  • #31

    eXeel
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    #14 Det er da så tamme, når ikke #0 til sokkeholderne

    #0 Viiildt fedt lavet, meget meget realtisk. Tøjet og alt. Ej hvor godt…

    #32

    Shiu
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    Til gamerne, må jeg desværre skuffe jer. Physics enginen kører igennem Softimage, og benytter det der hedder ICE.
    Hvis i er interesseret i at finde ud af hvad ICE i bund og grund er, er her et lille “snippet”

    In 2008, Softimage released the ICE (Interactive Creative Environment) architecture. ICE is a visual programming platform that allows users to extend the capabilities of Softimage quickly and intuitively using a node-based dataflow diagram. This allows artists to create complex 3D effects and tools without scripting. Enabling ICE is a parallel processing engine that takes advantage of multi-core CPU’s, giving users highly scalable performance.

    The ICE environment represents Softimage functionality using a collection of nodes, each with its own specific capabilities. Users can connect nodes together, visually representing the data flow, to create powerful tools and effects that can be packaged and distributed for reuse.

    This graph-based approach is far less limiting than traditional development using scripting and/or compiled code. It offers a cohesive development environment that large facilities can use to quickly develop complete tools from scratch. Smaller teams can use and modify tools provided by Softimage and 3rd party developers to suit the needs of a production.

    ICE is also the internal development platform for new features being developed by Softimage. Rather than developing ‘closed’ systems that are difficult to extend or edit, Softimage gives users full control. If a user is not obtaining a desired effect using the internal Softimage feature set, the user no longer has to wait for someone to write a plug-in or for the next version of Softimage . The user can simply open it in ICE and modify it for the desired effect.

    Med andre ord, er det et system som lader folk der ikke har den store erfaring med programmering, men som har styr på matematik lave ting som er ret indviklede. Selv har jeg brugt det til en pokkers masse ting, bl.a vector fields og komplicerede partikelsystemer.

    Her er et andet eksempel på hvor meget frihed systemet giver.
    http://vimeo.com/groups/ice/videos/4697942

    Det fede er så, med det system lagoa og Thiago Costa har fået lavet, kan man kombinere sine egne ting med deres og udvide det.

    Det gælder for stort set alle ICE systemer.

    Esoteric Software

    #33

    Procrastinator
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    Sakset fra en post på forums.cgsociety.org:

    1) It’s front-ended by a set of nodes for ICE, so Soft is required for now.
    2) It’s not a bunch of scripts based on some dated model like somebody seems to suggest, it’s actually a rather bleeding edge set of models, part of the work bein original and not just a bunch of collected papers, and it entailed a considerable amount of work to write those custom nodes (and of course they are C++ written against the ICE API)
    3) The largest part of the calculations are multithreaded by the facilities provided by the ICE framework, so most of the times you will see your 4, 8 or 16 cores, virtual or not, pumping out.
    4) It’s not work done for ubi, it’s been Thiago’s personal project since before he joined ubi film (where he mostly works on pipeline and asset management)
    5) It is production tested, Hybride, also a part of ubi these days, used it extensively for predators
    6) It’s been in the hands of several people (beta cycle), but Thiago isn’t looking for more beta testers right now
    7) Don’t read what they’re saying on various non CG related hype sites, they didn’t even get in touch with Thiago, they just linked the video and speculated on it.
    It is pretty damn fast and it’s intended for production, not just as a tech demo.
    9) The GPU isn’t involved, that was just speculation by people who connected Thiago working for a company that is known for games to games work, despite the fact that ubi these days has a feature animation division in infancy stage and a well estabilished VFX shop (Hybride) aggregated.
    10) Being ICE nodes and being rather flexible it’s not limited to a pre-canned simulation environment, meaning you can use those solvers/models for a number of things that aren’t fluids (strands, meshes etc.). For those who’d rather have it as a pre-canned plug-in, please smell the coffee, there’s a lot more you can do with such things when they are implemented granularly like Lagoa is

    Er ikke helt sikker på hvad han mener med ”smell the coffee”, men er sikker på teknologien nok skal dukke op i spil, det er bare et spørgsmål om hvornår. På nuværende skulle der ikke være noget i vejen for semi interaktive geometri cache baserede sekvenser. Stof simulation har vi allerede set har vi ikke ? Mirrors Edge ? Men de ”ægte” volumetriske kaniner der bliver splattet mod vægge, og sandkasse sekvensen fra starten må vi nok have til gode lidt endnu at opleve i den kvalitet med realtime interaktivitet.

    Værd at nævne i denne sammenhæng er måske at Softimage har lavet en gratis udgave af deres 3D software der vidstnok snakker meget godt med Source engine: http://developer.valvesoftware.com/wiki/Softimage_Mod_Tool – man kunne spekulere at hvis Thiago’s fysik enginge kommer til at snakke med en spil engine, at Source engine så ligger meget godt i svinget.

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