![]() ![]() When a group of Gremlin employees struck off on their own in 1988 and set up shop in Derby, they took the name Core Design.Ĭore started out on familiar turf, porting arcade games to home computers and developing action titles like Rick Dangerous in-house. One of the leading British studios was Gremlin Graphics, which had hits like the Monty Mole series. Platforms such as the ZX Spectrum and the Commodore 64 were perfect for small studios to knock ideas out quickly, and incredible talent flourished all over the land. 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.Ĭheck out some screenshots below (click thumbnails).The United Kingdom in the 1980s was a hotbed of game development. 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. 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. ![]() ![]() 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. Building on AMD’s previous work on Order Independent Transparency, this method makes use of Per-Pixel Linked-List data structures to manage rendering complexity and memory usage.ĭirectCompute is additionally utilized to perform the real-time physics simulations for 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. #TOMB RAIDER LARA CROFT REBORN DEMO SOFTWARE#Through painstaking collaboration between software developers at AMD and Crystal Dynamics, Tomb Raider proudly features the world’s first real-time hair rendering technology in a playable game: TressFX Hair. Re-imagining Lara and her haircut for the 2013 release of Tomb Raider wasn’t just an opportunity to modernize the character, it was an opportunity to substantially advance in-game realism by tackling the long-standing challenge of unrealistic hair. Lara Croft is an iconic character with an equally iconic ponytail. Even more challengingly, these calculations must be updated dozens of times per second to synchronize with the motion of a character. Convincingly recreating a head of lively hair involves drawing tens of thousands of tiny and individual semi-transparent strands, each of which casts complex shadows and requires anti-aliasing. But why? Simply: realistic hair is one of the most complex and challenging materials to accurately reproduce in real-time. Many games have attempted to disguise the problem with short haircuts, updos, or even unremovable helmets. Since the dawn of the 3D era, characters in your favorite games have largely featured totally unrealistic hair: blocky and jagged, often without animation that matches your character’s movements. We can uncover what this really is, it is a new more realistic hair simulation that will be introduced in Tomb Raider: Lara Croft Reborn. ![]() AMD has been teasing with a small TressFX feature for the past couple of days. ![]()
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