search results matching tag: realtime

» channel: learn

go advanced with your query
Search took 0.000 seconds

    Videos (55)     Sift Talk (2)     Blogs (2)     Comments (130)   

Robot Parkour

b4rringt0n (Member Profile)

Stolen Truck Attempts GTA Getaway In Train Tunnel

mxxcon says...

One very cool aspect of this video is helicopter footage in the lower left corner shows realtime street addresses including building numbers. I've never seen that before.

Green screen special effects are amazing to me

GregTSL says...

This is basically how James Cameron shot Avatar. The backgrounds weren't fully rendered, but had enough detail he could get a feel for the final result. Also the actors would be represented in realtime in his field of view as their 12 foot tall counterparts...pretty amazing.

Green screen special effects are amazing to me

spawnflagger says...

impressive, but not surprising that it can be done in realtime.

basically the same tech that is used for AR/VR, just has to sense+record the movement of the camera precisely.

Unreal Engine's Human CGI is So Real it's Unreal

Khufu says...

what you saw was a mesh with a skin shader rendering in real-time so that's how fast it renders. didn't look terribly hi-res, the real advancement here is the quality of the skin shader(for realtime) and the fidelity of the facial rig, having proper face target shapes all blending together to get complex movements with skin compression/stretching/wrinkling at this level have historically been out of reach for anything but pre-rendered cgi.

They can probably drop libraries of mocap data on this with face markers that match those manipulation points you see in the video, and animators can use them to animate, or clean up/change the motion capture data.

and the skin textures/pore detail/face model are not a technological achievement as much as the work of a skilled artist, and the deformations are the result of someone who really knows their anatomy.

since there is no animation in this video, no performance, it's hard to judge how realistic it feels. the real trick is always seeing it animated.

ChaosEngine said:

Sorry, not quite there yet. There is no way anyone would actually look at that and think "oh, it's a video of a human".

The uncanny valley is one of those instances where the closer you get to perfection, the more obvious the flaws are.

But in terms of a video game character, this is very, very good.

I would love to know a few more details about it:
- how expensive is the rendering? We're just seeing a face on its own. If we drop it into an actual scene, will it still run?

- how well does it animate/lip sync?

4K 60fps Photo Realism With Unreal 4 Engine

kir_mokum says...

considering what it takes to render actually photoreal CG at 4K, doing it in real time at 60 fps is at least 10+ years away. and that's extremely generous. this stuff looks awesome... for realtime renders in a video game. they're way the fuck off from photoreal.

Neural Networks for Character Control

artician says...

Really impressive, but despite the description I'm not sure how this differs from the current, modern approach, beyond using more processing power for the environment assessment and realtime decision-making, weighting and blending. It just seems like a more thorough and complete AI-supported locomotion system.

Bill Maher - Milo Yiannopoulos Interview

HenningKO says...

I thought it was great, now I know what Milo is like in real life. It's fascinating to see. Like Coulter, about 5 second reactionary barbs is all that Milo has... and that works brilliantly for news shows and twitter where nothing more is expected. Get them on a show where they can talk unscripted like real people for more than 20 seconds however, and you realize there's nothing else there. I'm glad Realtime exists, because it's one of the only shows where that can happen.

Vimeo Vs YouTube (Sift Talk Post)

oritteropo says...

The YouTube bitrate for live encoding is published on the google support page titled Live encoder settings, bitrates and resolutions

720p
Resolution: 1280x720
Video Bitrate Range: 1,500 - 4,000 Kbps


The normal encoder is likely to use better compression to reduce the bitrate while maintaining similar quality (in theory anyway) at the cost of not being realtime (after you upload a vid it takes a while before the encoding is finished and all resolutions are available).

According to http://blog.waterworld.com.hk/post/hd-quality-youtube-vs-vimeo the normal youtube encoder is limited to 3Mbps for 720p, but Vimeo is limited to 10Mbps (similar to a DVD).

What the higher bitrate means depends on how fast your internet connection is. If your connection speed is between 3Mbps and 10Mbps then this means that yt 720 will play without buffering, but Vimeo will stop. If your connection is 10Mbps or higher then the higher bitrate means nicer looking video with less compression artefacts.

Here's a bitrate comparison 2Mbps vs 5Mbps vs 10Mbps from the Aussie YouTube channel Tech YES City


YT is actually limited to 8Mbps for 1080p so for certain videos, with lots of motion for instance, the Vimeo 720p would be higher quality than YT 1080p.

SURGEON SIMULATOR (CO-OP) (REACT: Gaming)

shang says...

Fuck fine bros

Real time link of watch them losing subscribers in real time. Over 200,000 lost inlast 3 days and rapidly falling and its going faster.

The goal is zero subs course Encyclopedia Dramatica anons found proof they used "purchased subs" from an Indian company that sells likes, shares, subs. They've forwarded this to YouTube, Anon is definitely about to own their channel or get it banned :-P

http://socialblade.com/youtube/user/thefinebros/realtime

So far

UNREAL PARIS - Virtual Tour - Unreal Engine 4

billpayer says...

btw. I haven't tried yet but there is a downloadable file version of this scene that runs realtime. Still pre-calculated though...

UNREAL PARIS - Virtual Tour - Unreal Engine 4

Pixel

jmd says...

Why would it have to track the dancers to be considered realtime? All my games are real time 3d, they certainly don't track me dancing, or doing much of anything really.

I think the term we want to use is pre-calculated. The particle movements were chosen before hand much like a motion capture, but the rendering is still realtime and thus thing like camera angles can be changed.

I was disappointed because I noticed the lack of true interaction, and when somethings the performers did would effect the particle effects while others wouldn't. That annoyed me even. We have years of tech to monitor actors in real time space, it may have taken a bit more work but this could all have been done with realtime interactions.

Pixel



Send this Article to a Friend



Separate multiple emails with a comma (,); limit 5 recipients






Your email has been sent successfully!

Manage this Video in Your Playlists

Beggar's Canyon