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Hardware for using MOCAP data to generate (stereoscopic) animated characters
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  • Total Posts: 1
  • Joined: 20 August 2010 10:06 AM

Dear community,

I have no experience with the workflow that is required to use MOCAP data to generate animations of agents in a virtual environment, but I would like to have this option in our lab. right now, we use a Vicon system to run biomechanical analyses in various sports-related settings and to create point-light animations for psychophysical experiments. I would like to extend the lab’s capabilities to create various animated figures (besides moving dots) and also to present them in 3D using nVidia Vision Pro as soon as it becomes available. However, I need to set up a PC system right now, which can later implement this. I read that nVidia Vision Pro requires a Quadro GPU, and my question is, how powerful should this GPU be? I think the most affordable option right now is the Quadro FX 3800 followed by its successor, the Quadro 4000 Fermi card.
Is there any benefit in even going with a more powerful (and extremely more expensive) alternative such as the Quadro 5000?
I know, this might be a silly question for most of you, but before I, inexperienced as I am, spend so much money on computing power I would never be able to use, I prefer to ask a silly question ince in a while ;)

Your help is greatly appreciated!

Bests,
Matt



Replies: 1
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Hi,
I’ve glanced at this question a few times, and expected someone to weigh in with the ‘stating the obvious’ answer, but none seem to have appeared.  I can’t comment with any certainty on your system (What’s the resolution and framerate of the output?), but for comparison I get a solid 30fps from a 4 year old PC with a 4 year old domestic GPU under MotionBuilder manipulating a complex (Next Gen Game) environment.  I think modern consumer level equipment will do well, the same scene on a Quadcore PC with a modern GPU runs about 200fps. In both cases the screen resolution is 1280x1024.  With Quadro Cards MotionBuilder will perform even better, it is designed for realtime speed and most graphical glitches I experience are a result of poorly labelled MoCap Data.

Hope this is some consolation, if not help.

Cheers,

Rich

Author: Rich_H

Replied: 01 September 2010 12:55 AM  




   
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