Added: 3 years ago
From: newscientistvideo
Views: 44,253
Sort by time | Sort by thread (beta)

Link to this comment:

Share to:
see all

All Comments (116)

Sign In or Sign Up now to post a comment!
  • THE GUY WITH THE SOS SHIRT LOOKS LIKE A RETARD.

  • Google definitely should use this for they're maps

  • @TheMilkywayboy then they would need a satelite with a really powerful flash:)

  • they gotta get the "matrix" camera setup (same for howard stern). do that and you got the perfect human 3d model

  • This in combination with tessellation will revolutionize game graphics. Almost completely real textures!

  • Hello does anyone have idea of what that camera stnad type called please?

  • Not quite sure, but i think as an add-on they can make extra UV and IR filtered pictures and come up with sort of see-through. This will work only with light permeable materials wich are plants leaves f.e.

  • i dont think you really need 100% accuracy for a video game, But i could understand the need for that level of accuracy in a CAD mock up or something like that.

    I'll send it though my SPU's and see what happens :)

  • for me, as a 3d artist, this is really awesome :-D

  • wtf, I generate normal maps using only a diffuse image, xnormals and crazybump can do it. Why does she think game designers do them all by hand? you can do it easily in photoshop too.

  • I think that IS by hand, according to the video.

  • not really, they just take two samples and combine them to generate the map, by hand would be using zbrush, mudbox etc, or creating a high poly version of the mesh and extracting the normals from it.

  • No you're right. Game designers definitely use photoshop (or similar) for normal maps.

  • Wow... it was really that easy!?

  • 1:32 - 1:36

    LAGGGG

    :P

  • Faster game Development :D

  • Can't complain about that.

  • niceee

  • I've no idea what shes on about with "Hand developing height maps".

    Theres a program called Crazy bump that we use.This really wont increase the production speed, trust me.

  • It might by a few days. :P

  • It's not accurate, though. For simple textures, it's a fantastic shortcut, but it can't tell if a darker area is just a miscoloration or actually deeper set in the surface.

  • ya sometimes it works good sometimes it dosnt come out right

  • No mention of when it will be available to the public - hopefully sooner than later (which is not common with University research).

  • Hah, brilliant

  • revolutionary for 3d reconstruction  O.o

  • very smart ;)

  • Not bad, but this simply can't be used in all cases as simple flashes can't give you detail from all angles.

  • It's early days, a few years down the road and this will really start to take off. Maybe they will be able to create a version that can be used to make 3d models of people. Although that would be awhile from now.

  • I've seen something quite like this, but it uses video. If they put them both together, I think it's quite possible.

  • Hmm. The narrator speaks like she's had local anaesthesia in her mouth or could she be deaf?

  • wow bravo!

  • lol genius

  • The Indian chick is incredibly cute!

  • hahahah very funny demonstration

  • its great if they use this in video games.

  • very clever

  • years of working on improving graphics etc and they finally discover this. lol

  • So is Photomatix free or commercial?

  • You have to love a simple solution to a complex problem!

    Well Done!

  • Whoa, this is cool.

  • that is REALLY good.

  • thats fuckin sweet imagine how much better video games ill get

  • The idea that depth is encoded per-pixel is pretty clever. I could see that being applied to future 3d video games. No more flat geometric landscapes!

  • I have been doing something similar like this for years. flash an ambient lighting pictures of a surface and generate the displacement/bump map and colour texture from both. comparable techniques are used in HDR photography to determine highlight mid tone and shadow maps.

  • So do you use this method of combining the shots?

  • yes, Mostly I just run it through photomatix and the result is often the shadow channel that I use for bump or displacement. The colour map itself also get improved by photomatix.

    Although this must be much more accurate which the dedicated algorithms I can certainly see where they got the idea.

  • Cool! It's like normal mapping in reverse. :)

  • 100 rater

  • wow. depth, from using colour and reflectance.

  • I agree that producing games isn't nearly as important as documenting archaeological sites, but this technique will probably help us make games too, as a collateral effect.

    Take that Mayan relief tile for example: it's pretty reusable! And these height maps are just beautiful (from what I've seen so far). It's pretty hard to achieve that manually. Outstanding job! My tendons really appreciate it. :D

  • Yeaaaaah good job guys

  • Ah good to see the actual data behind the study.

    This should save a good chunk of money and time. (and weight too)

  • O...M...F...G... To anyone who hasn't done anything like this before and doesn't understand how cool/important this tech is to quite a few people, it's OH SO VERY FUCKING COOL/IMPORTANT TO US! This technology will save hundreds of thousands of man hours+ in just a few years, and countless time over the course of human involvement with computers, plus more available/realistic textures in our entertainment/simulators/ect. for everyone to enjoy! *big hug* to the inventors ^.^

  • Yea. Except, its not going to help games as much.. Because most games don't use real world places and settings..

    3D Modeling isn't only in games, so games aren't really that important..

  • Were you responding to my comment? Because I didn't say anything about video games; it would fall under the category of "entertainment" when I said "entertainment/simulators/ect.­" (and in fact I covered everything it could be used for with the "ect." (what it exists for ^.^)).

  • Though since you bring this up out of left field, I'd like to say that I disagree that it wouldn't help VGs. If it's easy to take the real world textures (the real thing) and put it in the game, rather than try really hard to get it to look like something from real life... why wouldn't people do that instead? The reason you don't real textures in VGs right now is because they didn't have a good way to scan them until now (hence this video)...

  • BTW: "3D Modeling isn't only in games, so games aren't really that important"? How is it games lack purpose simply because 3d modeling doesn't apply solely to gaming? I fail to see the logic there.

  • No, I was just pointing out that this technology wouldn't help games as much as other things. Then I said (On the last line) that it doesn't matter because games aren't the only thing 3d modeling is for.. so this technology is still very useful.

    Well you are right though.. they can use real world textures and use them in fictitious environments, which will save a LOT of time in developing games. Thanks for clearing that up.

  • impressive .. finally some intelligent programming AND use of physics

  • Physics? wtf? Where?

  • optics, mechanics, electricity ... no offense but you should go back to school

  • That's a bit harsh.

    I can't clarify if you live in the states or not but in my country we spell it "offence". You should go back to school. =]

  • so? Who cares about the USA? I´ll tell ya: nobody in the whole wide world, except americans themself

  • Wow.. You failed at understanding the insult.

  • are you sure about that? A Bird once sung a song about maturity ... but these times are long forgotten, lost in the world of stupidity

  • lol

  • Good video. It explains how it was before and how this is better. It is also a real step forward in research. Featured.

  • Most videos of the girl is out of focus!

  • that introsong is so annoying. and the voice is ugly

  • You can't say that, and if you do, we will hate you and send you hate mail and outcast you.

  • wow thats amazing! hope thay implement it in some new games to come!

  • Maybe this milestone will finally eradicate the flat walls of shooters.

  • And of course, if they were to use 32 bit instead of 8, you would come closer to a true depth map.

  • The depth maps are probably generated using all three color channels from the picture combined. 8 bits per channel is 24 bits of depth information. 16.7 million height levels should be enough to produce a realistic texture.

  • deadpassive, probably. If you can get the data into the graphics card as, say, a DDS texture and map it around an object in realtime - then yes. My guess is that someone will code such a thing soon if there if there is a need for it.

  • Man, she is hot!

  • Can the 3D effect be achieved in real-time using those albedo and depth maps?

  • i think they can. They have another video about motion capture a couple months back. I bet if they combined the two then it would look real. Like she said they can distinguish items separated by a distance so thats gonna be a problem.

  • the game stuff she was saying is not true

  • hang on a minute, one or two of the 'rendered' texture scapes were just actual pieces or sculptures being rotated around... the light direction stays the same and the shadows move..

  • haha it says gay on the sign.

  • hahah!

  • make a game with that technology

  • Great news for all, except those who complain about everything.

  • shut up. your name sucks.

  • Sorry to offend you... I guess you're one of those that complains about everything.

  • I guess I was right... how about you grow up or at least don't post shit when you're PMSing.

  • aw come on i was obviously joking

  • He probably dont have shoes :D

  • he does. they just arnt very nice.

  • wow

  • well ive been thinking for a while what's gonna make the next gaming consoles different from whaty we have now and i think it will be hd AND ultra 3d aka different rendering, more memory ect ect

  • Very useful, it the (demo) software freely available on the internet?

  • they should just go around and map the whole world and be done with it, then no one would have to make a new texture ever again.

  • hot. british. researcher. lady.

  • You'll be watching out for those vines then won't you!

  • awesome,it's brilliant and surely will continue to get better,manchester is just down the road,great job guys.

  • I can see videogames being created like this in the future.

  • amazing

  • Wow, this is really good news for the video game industry. Take a camera mounted on a car through all the streets of manhattan on an overcast (evenly lit day) and photograph every surface then do it again on a sunny day. Use some simple AI to combine everything and fill in any gaps. There you have a perfect brick by brick recreation of a city with 1/10th the labor. And with disc space exploding to terabyte sizes, memory storage wont be an issue!

  • the only thing stopping this is the actual computers power - its ability to have tens of thousands of unique textures loaded in at the same time isn't their yet. Also I'm pretty sure you couldn't just photograph an entire city - the problems with vines would be translated to any foreground background relationship - so it would still have to be done on a surface by surface basis - and then the data would have to be translated into normal or parallax maps.

  • Awesome.

  • Could it be siple way to estimate shape, depht and interval for robots? Laser scaners seems so complicated.

  • Awesome!

    This should save a LOT of work!

  • Woah this is awesome, I want the program. This would be so awesome I can't wait for the future of mmo's xD

Loading...
0 / 00Unsaved Playlist Return to active list
    1. Your queue is empty. Add videos to your queue using this button:
      or sign in to load a different list.
    Loading...Loading...Saving...
    • Clear all videos from this list
    • Learn more