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Working on Sparse Volumetric Light-maps. Thanks to CynicatPro🎃 for pointing me at Unreal's version. In a nutshell it's just another sparse voxel data structure. My implementation is, no doubt, different from Epic Games Store's own. I'm using 4x4x4 probe grid with intermediate nodes having very wide branching factor of...

11,519 Aufrufe • vor 8 Monaten •via X (Twitter)

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Physics-based Motion Retargeting from Sparse Inputs paper page: Avatars are important to create interactive and immersive experiences in virtual worlds. One challenge in animating these characters to mimic a user's motion is that commercial AR/VR products consist only of a headset and controllers, providing very limited sensor data of the user's pose. Another challenge is that an avatar might have a different skeleton structure than a human and the mapping between them is unclear. In this work we address both of these challenges. We introduce a method to retarget motions in real-time from sparse human sensor data to characters of various morphologies. Our method uses reinforcement learning to train a policy to control characters in a physics simulator. We only require human motion capture data for training, without relying on artist-generated animations for each avatar. This allows us to use large motion capture datasets to train general policies that can track unseen users from real and sparse data in real-time. We demonstrate the feasibility of our approach on three characters with different skeleton structure: a dinosaur, a mouse-like creature and a human. We show that the avatar poses often match the user surprisingly well, despite having no sensor information of the lower body available. We discuss and ablate the important components in our framework, specifically the kinematic retargeting step, the imitation, contact and action reward as well as our asymmetric actor-critic observations. We further explore the robustness of our method in a variety of settings including unbalancing, dancing and sports motions.

AK

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So how is the Sega Dreamcast's very own native port of Mario Kart 64 coming along? Well, lets take a look at some footage I just captured directly from my DC of jnmartin's latest build! Minor texture corruption is still present on some of the sprites here and there, plus there's no audio yet, BUT MY OH MY! She's running like a dream and looks SHARP as hell at with progressive scan at twice the resolution! You'll immediately notice virtually all of the texture corruption on the text and UI sprites have been fixed. You can now actually see your item box, and clouds are drawn properly in the background, rather than over the top of the scene in the foreground. Somehow, along with fixing all of this in the past few days, jnmartin has also found the time to get the monitors in the backgrounds of Luigi's Raceway and Wario Stadium correctly projecting a view of the scene onto their screens. This somewhat-advanced effect (for the time) was actually done on the N64 (in this game) WITHOUT doing a secondary render-to-texture pass, which requires submitting the scene a second time to the GPU. Instead, the framebuffer was divided into small, tiled chunks (1/6 of its total size), with only a single small chunk getting updated per frame. This way, the amount of direct VRAM access from the CPU (which is typically slow as hell) is kept to a minimum within the duration of a particular frame, with multiple frames being required to update the entire screen. But anyway, she's starting to look and play incredibly well, and those of us with early access to the builds have been thoroughly enjoying revisiting this title on our favorite platform!

Falco Girgis

45,630 Aufrufe • vor 1 Jahr

Now that I am home and have access to my files I decided to do a quick test with one of my Vtubing avatars. It works way better with my larger iPad Pro (less crashing/more memory and more screen space) compared to the mini so I did want to bring that up. Importing the file over as GLB was more stable than just OBJ plus it kept the color info from the previous texture. I texture all my avatars on substance painter but have been looking at an alternative when I am out and about that is not on the computer and this actually hits all the right "wants". Adding a quick video of the way the app works for me. I like that it has layers, I can alter my brushes and even add stabilization when I am drawing (which I use that extensively on procreate so that was a huge plus). The stamp tools will come in handy as well but did not show it on this video. The file itself is imported as "one mesh" but each part is treated as their own separate piece which I show in the video. I do the same thing on substance painter making it really easy for me to texture. The app then exports the texture out for each object which is the same way I do so on substance. Overall I am extremely impressed with the work Sparseal has done on this application and see how useful this will be for my current work flow of texturing. I for one love the ability to be "portable" which is a big reason I sculpt so much with Nomad Sculpt on the iPad. Having the freedom to do your work away from a desk and if you feel like doing it outside is probable why I yearn for iPad apps so much like so. Give this app a look, it is free to try on the App Store (It is $19 to be able to export, but a one time buy). It is called "Wafer" for the iPad. I already use CozyBlanket from the same creator to do re topology so I expected this level of fantastic with this current app.

Val / LatinVixen ➡️ Megaplex

17,469 Aufrufe • vor 7 Monaten

Congrats to EloShapes.com on their launch! On a similar note, is out of beta and available to the public. A lot of you have been asking me what my plan is now that EloShapes is also doing 3D scans... the answer is: nothing changed! I think that competition is good. I'm a mouse nerd and a LONG TIME EloShapes user, so the more options I get as a user, the better. I really think that my vision and EloShapes, though, is fundamentally different. I've had the domain for FMM for years, I have a much larger platform in mind compared to what I built so far. The 3D scans are the necessary step for my vision, not the end goal: they never were. I am also very proud of the fact that I've been able to scan at least 5 mice in full color EVERY DAY with my own pipeline, and I think I will easily have almost full coverage of the mice people would want on the website within months. Check the video for the mice I've added in just the last few days, all textured. Apart from some of the features I've mentioned before (like the virtual hand/grip), FMM is meant to be kind of a "MyAnimeList" for mice, so that you can share your profile, like this: and then later on leverage this curated list of mice you build for yourself to be shown even more mice you might like. FMM is also a tool for reviewers and anyone that wants to share their opinions on mice. Links like this: allow you to easily share your specific points about a mouse via the annotations, viewpoint sharing and measurements. And of course, as I've said since the beginning, I will use FMM to centralize all my hard testing about sensors, dpi, and such, so that you'll be able to find EVERYTHING about a mouse, including the raw results of my standardized sensor implementation testing. So, with this said, I will keep scanning as many mice as possible and adding as many features as possible until FMM becomes what I envisioned so long ago. Join my discord if you want to keep up! I hope you'll all give it a try! Ciao!

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26,159 Aufrufe • vor 5 Monaten