Added: 2 years ago
From: Promit
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  • Curious as to where the processing is Done? CPU\ GPU (Shaders\GPGPU)? i'm hearing that GPGPU is the next best thing, PhysX has implemented it and Bullet is starting too...

    ===

    In an unrelated question... What is that song in the background?

  • @SpeeBeta1 Stricly CPU. It's not particularly computationally expensive, we can run this on iPhone just fine for example. (Too many polys on that model, of course.)

    The song is Moonlight Sonata, fairly famous Beethoven composition.

  • Could you really have made him significantly more realistic?

  • @ProfRat Yes, although it's tricky without motion capture data to compare against. The most obvious thing is that he should fall down a lot more than he does, which is easy to change.

  • @Promit Well there's two things really:

    Firstly there's the gait when he's walking "unmolested". The problem is that humans are just too good at spotting when things don't "look right", and it's quite clear that he's not actually balancing - i.e. he isn't moving in a way that doesn't require external "god" forces. So, really, you might as well just play an animation.

    Secondly, when he reacts you have a physical reaction, yes, but it is localised and looses momentum... (continued)

  • @ProfRat There's no "god" forces or anything external holding him up. We do mess with gravity in some situations, but what you're seeing is mostly the result of unbounded muscle forces. We're also able to do in a single animation what takes a typical game dozens, which should be a huge win for memory.

  • @Promit (continue) why is it better than just an animation? It's different, but better?

    Thirdly, probably the most important motions in a situation like this aren't physical reactions, but rather precautionary, defensive reactions - protecting the face from the dangers etc.

    Don't want to be too negative - it's definitely great to see people playing with physically based animation.

  • @ProfRat It's better because you can build characters that react properly, and without putting your animation team through hell in order to produce a huge number of varied animations. It's much more computationally efficient than current physics based approaches, and I've already mentioned the memory savings.

    As for precautionary reactions, you can put those in; it's just a question of how complex you make your animation logic. In fact, they'd probably be easier to author in our system.

  • @ProfRat

    ProfRat, thanks for taking the time to comment on BioReplicants. We showed a more advanced prototype to the COO of NaturalMotion, your employer, during GDC 2010 which would probably satisfy even the most critical eye. Check back in the coming weeks - as we fine tune the BioReplicant.

  • This technology must be destroy must be destroyed before it falls into wrong hands. You pwn.

  • Someone cut off it's head!

  • awesome physics-based simulation! good work dude!

  • Very cool procedural animation! I kept whispering "braiiinnss" the whole time :)

  • I think it would be more interesting in the reaction the running back or receiver would have after getting hit. Though natural balance could come into play

  • it made me think of the military for some reason, e.g. at 0:22

    pretty cool =) nice work

  • Cool !  Wish I had that balance...Would be great for a football running back or receiver - staying up even after being hit.

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