AMD je tizovao sa nečim poslednjih dana što se zove TressFX. Najzad smo saznali i u čemu je stvar – kosa! Kompjuterski generisana kosa. AMD i Crystal Dynamics su se udružili i rekli – Nema više ružne kose u igrama! Pa su tako mukotrpno sklepali odličnu rendering tehnolohiju pod imenom Tress FX Hair. I ne samo to već sve to ćete videti i svojim očima u predstojećoj Tomb Radier igri i na Larinoj kosi. Pa kažu:
THE SCIENCE OF TRESSFX HAIR
TressFX Hair revolutionizes Lara Croft’s locks by using the DirectCompute programming language to unlock the massively-parallel processing capabilities of the Graphics Core Next architecture, enabling image quality previously restricted to pre-rendered images. Building on AMD’s previous work on Order Independent Transparency (OIT), this method makes use of Per-Pixel Linked-List (PPLL) data structures to manage rendering complexity and memory usage.
DirectCompute is additionally utilized to perform the real-time physics simulations for TressFX Hair. This physics system treats each strand of hair as a chain with dozens of links, permitting for forces like gravity, wind and movement of the head to move and curl Lara’s hair in a realistic fashion. Further, collision detection is performed to ensure that strands do not pass through one another, or other solid surfaces such as Lara’s head, clothing and body. Finally, hair styles are simulated by gradually pulling the strands back towards their original shape after they have moved in response to an external force. Graphics cards featuring the Graphics Core Next architecture, like select AMD Radeon™ HD 7000 Series, are particularly well-equipped to handle these types of tasks, with their combination of fast on-chip shared memory and massive processing throughput on the order of trillions of operations per second.
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