Welcome to the Forum Archive!

Years of conversation fill a ton of digital pages, and we've kept all of it accessible to browse or copy over. Whether you're looking for reveal articles for older champions, or the first time that Rammus rolled into an "OK" thread, or anything in between, you can find it here. When you're finished, check out the boards to join in the latest League of Legends discussions.


Life Like Graphics and Other

Comment below rating threshold, click here to show it.




Below is a two part post.

I hope this info can be used to make more life like games.
All developers if this will help you please consider it.

You'll see from some of the text that life like looking and playing games can be down....\
Even with low graphics // Hardware.

Any character model- with maybe few changes.
Can be done.

So first thing first what makes a character in a game movie/other not look real???
take xbox(original) quality game??
What was the pixel resolution that a character could support?
Not the poly's the skin???

A few steps back Nintendo 64?
Mario 64- why didn't he look real????
Current characters????

Random starting point.
Take an Hd Picture of a person.
Zoom into the pixel level.
Look at the pixel distribution.
Look at the colors that are in the pixels.
Compare the pixel distribution to that of any character.
Look and see if there are any straight lines in natural pictures vs animated.
Look at the eyes. Are they white or tinted to the color of the iris?
took me 5-10 minutes to change eyes on a 512x512 .dds texture to make the eyes look real.

NFL 15 from the news is taking pictures of players to make models.
Do they look perfectly real? If no why?

Examples are:

What is the difference between the nearly life like cg in movies vs games as it appears on your computer screen?
Both are pixels. Max res of your screen.

I'm in the process of starting to put frames from a movie into autodesk and
make myself a skin for a model that will look like any high end cg from
a new movie.

If any game doesn't look right, a point of
possible increase would be to take a photo/screen capture capture of the game and
compare the pixels to what you want it to look like in a picture from
life or other animated material and look at the pixels. They Are The Same.

So any game that doesn't look exact to life you
have your way to make it that way, and if you can't you have something
that is already that way.. ==HD_Picture_person.jpg/raw/other

Anyone like portals??
They were able to take 2d pixels like any other game and make a hole in the game to another place.
You would think if it is only pixels and you can see depth in a 3d
environment in a game you may be able to make anything on your screen
look like your looking through a door/window.
-Doorway in a game vs a doorway in front of you.
-3d movies> whole movie setting in front of the screen?
The background/actors all.

Think cos-play to a whole new level.
You want to be batman....
There's the costume, there's autodesk, there's the character skin file.
I AM Batman.----------
If any of you make cg movies, try doing a screen grab of the
pixels or autodesking a character from a movie and see how close to a
Pixar or other movie you can get that will render in real time on an
xbox one or PS4.
I upped a res of a photo with image scaling.
Then I took the image back down to its original res.
The pixel quality was low.
Why is it that way????
I could zoom that higher res image out until it became a lower res image on my screen.
-I did a screen capture of my screen an scaled an image down a few different ways.
There is slight differences in the quality.
I’m not sure if the quality is dependent on the graphics card, or software viewing the image?
There is a way to make faster Gpu's now that use less energy and produce less heat.
Power usage/gflops mobile GPU vs desktop GPU
gtx 780m tdp 100
2528 gflops
GTX 780 250
3977 gflops
2x gtx 780m tdp 200
5056 gflops
3x gtx 780m tdp 300
7584 gflops
4x gtx 780m tdp 400
10112 gflops


To clarify,
What causes something to look real?

I took a dds files and took colors from images of real life objects
and applied them to the image in the dds file.
Replacing similarly toned pixels in the cg image with colors from the real life image.

It took about 20 minutes to do the ares I accomplished. After which the areas looked more
life like. I didn't change the model or the resolution of the image.
However I did increase the resolution later on with having the result of a cleaning character at higher and lower game quality settings. The change in resolution seemed to have no noticeable affect on the performance of my system.

What I decided from this there should be a means by which to make imagery character/scenes/other that are fully representative to life.

One example to which I noticed, as well as others may have is cg eyes. They don't seem to be real in cg characters. I was able to satisfactorily created life like eyes from pulling colors directly of the eyes of a high res picture of an actress.
When I extracted the colors at the pixel level I noticed that the whites in the eye were not what but a shade of the color of the iris.

So what I'm stating is that if the colors of life were sampled and those colors accurately applied
to a character/object or other the resulting image (3d/2d) would represent the coloration of which we call life. From examining the color pallet from a living portrait I believe the colors variation and base coloration do not exist as are applied to cg in life.

A low res picture of a person 512x512 pixels still looks like a person because of the colors
used in each pixel. If you up the res to 1024x1024 the person might look clearer but
the person is still the same amount of the picture.
5x5in at 512x512 and 5x5in at 1080x1080 person in both pictures is 3x2 in.
You most likely will be able in both to easily tell it is a person and it is the same person
in both pictures.

Pulling colors textures from the environment like autodesk which may or may not do it well
could be a way to get the look it seems games keep striving for.
(I took a picture of real steps and replaced the steps image and the steps that were
put in looked real.

This began me wondering all we see on the screen is a set number of pixels
1080p or that of your screen. A nice animated character in a movie such as The Teenage Mutant Ninja Turtles is really only the number of pixels on your screen as the max it can support. Regardless of the resolution that the animation studio created the model in. That could imply I could be able to remove frames a movie and create for myself a model of that character.
After which I found the software autodesk which may be able to perform that task.

With finding all of this it makes my question with those in the field who deal with such all the time why haven't they been able to discover that and apply it.
It would seem when a magazine does the changes of cg to a model they can do it so that real life is
added to with real looking cg.

With forth with the texture level that any system can handle if the colors were altered to life pallet would that not make the cg object look real and possibly better as a whole?

One example being I was working with an image of Laura Croft from the new game.
If the color pallet were altered to solely life found colors how much more real would the character instantly look? Forgoing that shaping of the characters figure would be needed as well.
Which may be easily accomplished by applying pixel distribution of a living person to the model.
Or combinations there of.

Other random thought. 3d currently can be produced 3d inside of 3d on a screen.
A door you can look through in a game looks as though you are looking through a door in real life being relative to the view of the character.

This being solely represented in pixels which are placed in a 2 dimensional row. Is it not that 3d viewing should be producible by means that allow viewing of 3d in the same manner of the person looking at the screen?
rows that are 3d why is it that 3d coming out or into the screen is not being down to? It seems to be doable in another environment. It should be so that we could look
at our screen and see that we were looking down a tunnel. Or that the entirety of the game is outside of the screen. One example be a portal in a portal in the game Portals.

To clarify more if life accurate images are the goal, That has already been accomplished by
any picture displayed digitally.
And it could go that if that accuracy is the goal the only source needed with others being possible
could be a picture of life ,as well if need be multiple others, to extract the symmetry of life from a source of pixels. Those provided the exact shape formation and more of the object wanting to be produced.

As for the way zooming in or out of an image seemed to affect the quality,
I submitted that for those who may have a better grasp or means of which I don't to test to see if that actually allows a higher quality to be produced in a smaller format than by other means.
As well as a possibly faster way to shrink an image than the current means of processing the image down to a smaller size.

Lastly noted: the portion showing the hardware was a side note instead of making a second
post comparing the performance of multiple mobile gpu's to a single desktop gpu.

The figures seem to show that possibly 2-4 mobile gpu's on 1-2/1x2 desktop card(s) would use less energy produce less heat and provide more computational power than a single desktop gpu.

Comment below rating threshold, click here to show it.




I thought I would Update This

To sum some of this up.
Life like animated modified or other digital graphics
1:1 to anything in real life at a pixel level.

Accurate Physics in Digital Games
Frame pulls from real life video---
Track objects pixel movement per frame knowing number of frames per second.
Digital physics equal to same per pixel movement speed= life like physics.

Life Like Graphics

Increasing The Capacity Of A Hard Drive

Possible Means To Increase Ability Of Computer Hardware

How Do cpu's Scale vs gpu's

Performance Multiple Tegra K1's In Laptop or Desktop?

Energy Efficiency And Speed Of CPU

High Res Monitors