Black Desert Online. Taking MMO Development to the Next Level. Dongwook Ha Gwanghyeon Go
|
|
- Edgar Brown
- 5 years ago
- Views:
Transcription
1 Black Desert Online Taking MMO Development to the Next Level Dongwook Ha Gwanghyeon Go
2 Black Desert Online
3 Challenges Massive data and contents Many characters on screen Player characteristics Large and dynamically changing world
4 Massive data and contents
5 Web-based contents Independent development track Separated server and database Distribute network traffic Update online No need to build game client Natural multi-platform contents
6 Web-based contents Independent development track Separated server and database Distribute network traffic Update online No need to build game client Natural multi-platform contents
7 Web-based contents Independent development track Separated server and database Distribute network traffic Update online No need to build game client Natural multi-platform contents
8
9
10
11
12
13
14 Efficiently authoring behavior trees Over 4,400 variations of Monsters and NPCs XML-based script approach Easy to handle many conditions, branches and events Easy to reuse and extend Provide easy ways to debug and navigate script code Used for action validation check from server-side To detect hack users
15 Efficiently authoring behavior trees Over 4,400 variations of Monsters and NPCs XML-based script approach Easy to handle many conditions, branches and events Easy to reuse and extend Provide easy ways to debug and navigate script code Used for action validation check from server-side To detect hack users
16 Efficiently authoring behavior trees Over 4,400 variations of Monsters and NPCs XML-based script approach Easy to handle many conditions, branches and events Easy to reuse and extend Provide easy ways to debug and navigate script code Used for action validation check from server-side To detect hack users
17 Efficiently authoring behavior trees Over 4,400 variations of Monsters and NPCs XML-based script approach Easy to handle many conditions, branches and events Easy to reuse and extend Provide easy ways to debug and navigate script code Used for action validation check from server-side To detect hack users
18 Easy resource creation Automatic key-framing cloth animation in the production stage 1. High resolution cloth simulation 2. Compute skeletal animation approximating the simulation result
19
20 Easy resource creation Simple secondary motion by vertex painting 1. Virtual point mass is attached to each influencing bone of painted vertices 2. Point masses are physically simulated using mass spring model 3. Compute two skinning matrices from animation bones and point masses (GPU) 4. Interpolate by weight from color channel to get final skinning matrix (GPU)
21
22
23 Easy resource creation Simple secondary motion by vertex painting 1. Virtual point mass is attached to each influencing bone of painted vertices 2. Point masses are physically simulated using mass spring model 3. Compute two skinning matrices from animation bones and point masses (GPU) 4. Interpolate by weight from color channel to get final skinning matrix (GPU)
24 Easy resource creation Simple secondary motion by vertex painting 1. Virtual point mass is attached to each influencing bone of painted vertices 2. Point masses are physically simulated using mass spring model 3. Compute two skinning matrices from animation bones and point masses (GPU) 4. Interpolate by weight from color channel to get final skinning matrix (GPU)
25 Easy resource creation Simple secondary motion by vertex painting 1. Virtual point mass is attached to each influencing bone of painted vertices 2. Point masses are physically simulated using mass spring model 3. Compute two skinning matrices from animation bones and point masses (GPU) 4. Interpolate by weight from color channel to get final skinning matrix (GPU)
26 Easy resource creation Simple secondary motion by vertex painting 1. Virtual point mass is attached to each influencing bone of painted vertices 2. Point masses are physically simulated using mass spring model 3. Compute two skinning matrices from animation bones and point masses (GPU) 4. Interpolate by weight from color channel to get final skinning matrix (GPU)
27
28 Easy resource creation Simple secondary motion by vertex painting Pros: - Easy to use - Minimum simulation cost - Requires no additional bones - Skinned mesh dependent
29 Easy resource creation Let s run in-game simulation for cloth animation Responsive cloth Bone-based simulation for cloth-like animation Fast and stable Inspired by Meshless Deformations Based on Shape Matching, M. Müller, B. Heidelberger, M. Teschner, M. Gross. Proceedings of SIGGRAPH'05, 2005 Bone cluster based deformation for higher order bending motion
30 Easy resource creation Bone-based simulation for cloth-like animation 1. Driving bones are divided into overlapping clusters - Each cluster has 2~3 bones 2. Compute goal positions of bones in each cluster - Simpler shape matching - Use roughly guiding animation as shape matching target 3. Bones in the overlapping regions have multiple goal positions - Averaged 4. Integration:
31 Easy resource creation Bone-based simulation for cloth-like animation 1. Driving bones are divided into overlapping clusters - Each cluster has 2~3 bones 2. Compute goal positions of bones in each cluster - Simpler shape matching - Use roughly guiding animation as shape matching target 3. Bones in the overlapping regions have multiple goal positions - Averaged 4. Integration:
32 Easy resource creation Bone-based simulation for cloth-like animation 1. Driving bones are divided into overlapping clusters - Each cluster has 2~3 bones 2. Compute goal positions of bones in each cluster - Simpler shape matching - Use roughly guiding animation as shape matching target 3. Bones in the overlapping regions have multiple goal positions - Averaged 4. Integration:
33 Easy resource creation Bone-based simulation for cloth-like animation 1. Driving bones are divided into overlapping clusters - Each cluster has 2~3 bones 2. Compute goal positions of bones in each cluster - Simpler shape matching - Use roughly guiding animation as shape matching target 3. Bones in the overlapping regions have multiple goal positions - Averaged 4. Integration:
34
35
36 Easy resource creation Bone-based simulation for cloth-like animation Collision with body Each bone can have collision planes Pros: - Stable and fast (not a mass-spring model) - If necessary, animators can guide overall movement - Easy to implement
37 Many characters on screen
38 Animation system overview Non-uniform scaling Multi-layered Parametric blending Additive blending Inverse kinematics Skinned-mesh morphing Simulation integrated
39 Dynamic animation loading 16 playable classes (It s growing!) has nearly 1,500 animation clips for each over 150MB for each Characters don t share animation clips Accurate retargeting doesn t come cheap Infeasible to load all animation clips for the visible characters
40 Dynamic animation loading 16 playable classes (It s growing!) has nearly 1,500 animation clips for each over 150MB for each Characters don t share animation clips Accurate retargeting doesn t come cheap Infeasible to load all animation clips for the visible characters
41 Dynamic animation loading 16 playable classes (It s growing!) has nearly 1,500 animation clips for each over 150MB for each Characters don t share animation clips Accurate retargeting doesn t come cheap Infeasible to load all animation clips for the visible characters
42 Dynamic animation loading Fully dynamic loading Loading when needed, unloading when it s not Easy to see motion lag due to loading time Dynamic loading with preloaded animation packs Generated for each character in the production stage Contains first 1~2 key-frames of animation clips Play animation using the key-frames in the pack while loading the entire clip in a thread
43 Dynamic animation loading Fully dynamic loading Loading when needed, unloading when it s not Easy to see motion lag due to loading time Dynamic loading with preloaded animation packs Generated for each character in the production stage Contains first 1~2 key-frames of animation clips Play animation using the key-frames in the pack while loading the entire clip in a thread
44 Mockup models for distant characters Problems What if hundreds of players gather together Many different costumes If you are moving fast, many characters are transient Unnecessary data loading and unloading Let s render mockup models first Simplified model or default costume of the class Defer loading character data Save I/O throughput and memory
45 Mockup models for distant characters Problems What if hundreds of players gather together Many different costumes If you are moving fast, many characters are transient Unnecessary data loading and unloading Let s render mockup models first Simplified model or default costume of the class Defer loading character data Save I/O throughput and memory
46 Limiting details by distance Limit features by distance Effect / Sound Morphing / Facial animation / IK / Physics simulation and so on Limit the number of feature instances
47 Black Desert Mobile
48 Player Characteristics
49 Player characteristics Players want their characters to look different Players want their characters to be of high quality, have details Players want to interact with their characters and others
50 Player characteristics Character rendering Fake subsurface scattering for performance reason Fake eyeball specular that players can always see Cornea occlusion Classical Kajiya-Kay anisotropic hair rendering Vertically unwrapped hair texture without using direction map Hair depth fixup for post processing Random texel micro adjustment for security reason Great meshes and textures! (most important)
51 Player characteristics Character rendering Fake subsurface scattering for performance reason Fake eyeball specular that players can always see Cornea occlusion Classical Kajiya-Kay anisotropic hair rendering Vertically unwrapped hair texture without using direction map Hair depth fixup for post processing Random texel micro adjustment for security reason Great meshes and textures! (most important)
52 Player characteristics Character rendering Fake subsurface scattering for performance reason Fake eyeball specular that players can always see Cornea occlusion Classical Kajiya-Kay anisotropic hair rendering Vertically unwrapped hair texture without using direction map Hair depth fixup for post processing Random texel micro adjustment for security reason Great meshes and textures! (most important)
53
54 Player characteristics Character rendering Fake subsurface scattering for performance reason Fake eyeball specular that players can always see Cornea occlusion Classical Kajiya-Kay anisotropic hair rendering Vertically unwrapped hair texture without using direction map Hair depth fixup for post processing Random texel micro adjustment for security reason Great meshes and textures! (most important)
55 Player characteristics Character rendering Fake subsurface scattering for performance reason Fake eyeball specular that players can always see Cornea occlusion Classical Kajiya-Kay anisotropic hair rendering Vertically unwrapped hair texture without using direction map Hair depth fixup for post processing Random texel micro adjustment for security reason Great meshes and textures! (most important)
56 Player characteristics Character customization Face and body deformation (adjust bone transform) Vertex morphing for facial expression with index matching Blending among several wrinkle maps will be applied Areal mask for makeup (adjust color, intensity and reflection) Multitexturing for tattoo Skinned beard meshes Curly hair (adjust uv only) The more elements, the better it is
57 Player characteristics Character customization Face and body deformation (adjust bone transform) Vertex morphing for facial expression with index matching Blending among several wrinkle maps will be applied Areal mask for makeup (adjust color, intensity and reflection) Multitexturing for tattoo Skinned beard meshes Curly hair (adjust uv only) The more elements, the better it is
58
59 Player characteristics Character customization Face and body deformation (adjust bone transform) Vertex morphing for facial expression with index matching Blending among several wrinkle maps will be applied Areal mask for makeup (adjust color, intensity and reflection) Multitexturing for tattoo Skinned beard meshes Curly hair (adjust uv only) The more elements, the better it is
60
61 Player characteristics Character customization Face and body deformation (adjust bone transform) Vertex morphing for facial expression with index matching Blending among several wrinkle maps will be applied Areal mask for makeup (adjust color, intensity and reflection) Multitexturing for tattoo Skinned beard meshes Curly hair (adjust uv only) The more elements, the better it is
62 Player characteristics Character customization Face and body deformation (adjust bone transform) Vertex morphing for facial expression with index matching Blending among several wrinkle maps will be applied Areal mask for makeup (adjust color, intensity and reflection) Multitexturing for tattoo Skinned beard meshes Curly hair (adjust uv only) The more elements, the better it is
63 Player characteristics
64 Player characteristics Character detail My character has much more detail My character looks at me naturally (look IK) Interact with other PCs and NPCs (collision reaction) Sweats after doing hard work (sweat map) Gets wet in the water
65 Player characteristics Character detail My character has much more detail My character looks at me naturally (look IK) Interact with other PCs and NPCs (collision reaction) Sweats after doing hard work (sweat map) Gets wet in the water
66 Player characteristics
67 Player characteristics Character detail My character has much more detail My character looks at me naturally (look IK) Interact with other PCs and NPCs (collision reaction) Sweats after doing hard work (sweat map) Gets wet in the water
68 Large and dynamically changing world
69 Large and dynamically changing world We wanted a very long distance field We wanted players to be able to move anywhere w/o loading We wanted players to live in a continuously changing world
70 Large and dynamically changing world Efficient and easy world building process for speed! Voxel based terrain to make cave-style spots easier and faster Sketch Up is used for houses and castles including interiors Massive alpha blended weathering decals built-in on meshes Massive alpha blended screen space decals Efficient prefab usage with easy construction tools Fast resource and script change reflection
71
72 Large and dynamically changing world Efficient and easy world building process for speed! Voxel based terrain to make cave-style spots easier and faster Sketch Up is used for houses and castles including interiors Massive alpha blended weathering decals built-in on meshes Massive alpha blended screen space decals Efficient prefab usage with easy construction tools Fast resource and script change reflection
73 Large and dynamically changing world Efficient and easy world building process for speed! Voxel based terrain to make cave-style spots easier and faster Sketch Up is used for houses and castles including interiors Massive alpha blended weathering decals built-in on meshes Massive alpha blended screen space decals Efficient prefab usage with easy construction tools Fast resource and script change reflection
74
75
76 Large and dynamically changing world Efficient and easy world building process for speed! Voxel based terrain to make cave-style spots easier and faster Sketch Up is used for houses and castles including interiors Massive alpha blended weathering decals built-in on meshes Massive alpha blended screen space decals Efficient prefab usage with easy construction tools Fast resource and script change reflection
77 Large and dynamically changing world Efficient and easy world building process for speed! Voxel based terrain to make cave-style spots easier and faster Sketch Up is used for houses and castles including interiors Massive alpha blended weathering decals built-in on meshes Massive alpha blended screen space decals Efficient prefab usage with easy construction tools Fast resource and script change reflection
78 Large and dynamically changing world Multithreaded world streaming was necessary World data is separated into many square sectors Sectors are streamed by queueing always prior to characters Fast moving solution 1 - Rough first then detailed Fast moving solution 2 - Bound the player into certain range Single material LOD for long distance scenery Real time collision data construction (for size) Texture streaming (low level mipmap and albedo tex first) Balancing many threads (important for efficient CPU usage)
79 Large and dynamically changing world Multithreaded world streaming was necessary World data is separated into many square sectors Sectors are streamed by queueing always prior to characters Fast moving solution 1 - Rough first then detailed Fast moving solution 2 - Bound the player into certain range Single material LOD for long distance scenery Real time collision data construction (for size) Texture streaming (low level mipmap and albedo tex first) Balancing many threads (important for efficient CPU usage)
80 Large and dynamically changing world Multithreaded world streaming was necessary World data is separated into many square sectors Sectors are streamed by queueing always prior to characters Fast moving solution 1 - Rough first then detailed Fast moving solution 2 - Bound the player into certain range Single material LOD for long distance scenery Real time collision data construction (for size) Texture streaming (low level mipmap and albedo tex first) Balancing many threads (important for efficient CPU usage)
81
82
83
84 Large and dynamically changing world Multithreaded world streaming was necessary World data is separated into many square sectors Sectors are streamed by queueing always prior to characters Fast moving solution 1 - Rough first then detailed Fast moving solution 2 - Bound the player into certain range Single material LOD for long distance scenery Real time collision data construction (for size) Texture streaming (low level mipmap and albedo tex first) Balancing many threads (important for efficient CPU usage)
85 Large and dynamically changing world Multithreaded world streaming was necessary World data is separated into many square sectors Sectors are streamed by queueing always prior to characters Fast moving solution 1 - Rough first then detailed Fast moving solution 2 - Bound the player into certain range Single material LOD for long distance scenery Real time collision data construction (for size) Texture streaming (low level mipmap and albedo tex first) Balancing many threads (important for efficient CPU usage)
86 Large and dynamically changing world Multithreaded world streaming was necessary World data is separated into many square sectors Sectors are streamed by queueing always prior to characters Fast moving solution 1 - Rough first then detailed Fast moving solution 2 - Bound the player into certain range Single material LOD for long distance scenery Real time collision data construction (for size) Texture streaming (low level mipmap and albedo tex first) Balancing many threads (important for efficient CPU usage)
87 Large and dynamically changing world Multithreaded character streaming Similar process with world streaming Natural treatments until it is ready to be rendered Single material LOD for not fully prepared characters Texture streaming Preload animation data (few frames) Player characters first
88 Large and dynamically changing world Multithreaded character streaming Similar process with world streaming Natural treatments until it is ready to be rendered Single material LOD for not fully prepared characters Texture streaming Preload animation data (few frames) Player characters first
89 Large and dynamically changing world Multithreaded character streaming Similar process with world streaming Natural treatments until it is ready to be rendered Single material LOD for not fully prepared characters Texture streaming Preload animation data (few frames) Player characters first
90 Large and dynamically changing world Dynamic weather Time of day with the simplified atmospheric scattering Instanced particle clouds Instanced particle rain and snow Varying rain pools and snowdrift according to precipitation Lightning and water flowing effect
91 Large and dynamically changing world Dynamic weather Time of day with the simplified atmospheric scattering Instanced particle clouds Instanced particle rain and snow Varying rain pools and snowdrift according to precipitation Lightning and water flowing effect
92
93 Large and dynamically changing world Dynamic weather Time of day with the simplified atmospheric scattering Instanced particle clouds Instanced particle rain and snow Varying rain pools and snowdrift according to precipitation Lightning and water flowing effect
94 Large and dynamically changing world Dynamic weather Time of day with the simplified atmospheric scattering Instanced particle clouds Instanced particle rain and snow Varying rain pools and snowdrift according to precipitation Lightning and water flowing effect
95
96
97 Large and dynamically changing world Dynamic scene reconstruction Duration based Region based Weather elements Localized elements Easily turn on/off with switches
98 Large and dynamically changing world Path finding solution Our own voxel based navigation path finder Raycast, areal occlusion test Server side validation check for security reasons This information was previously made public, check below
99 Large and dynamically changing world Path finding solution Our own voxel based navigation path finder Raycast, areal occlusion test Server side validation check for security reasons This information was previously made public, check below
100 Now we are remastering Improved high dynamic range rendering Improved physically based rendering Improved SSR, SSAO, post processing with YEBIS Improved ocean rendering Voxel cone tracing Physically based atmospheric scattering with volume clouds Lots of other quality and performance tuning Console platform (XB1) Let s talk about the above at GDC 2019
101
102
103
104
105 Thank you! Special thanks All Pearl Abyss members!
CS 231. Deformation simulation (and faces)
CS 231 Deformation simulation (and faces) Deformation BODY Simulation Discretization Spring-mass models difficult to model continuum properties Simple & fast to implement and understand Finite Element
More informationGUERRILLA DEVELOP CONFERENCE JULY 07 BRIGHTON
Deferred Rendering in Killzone 2 Michal Valient Senior Programmer, Guerrilla Talk Outline Forward & Deferred Rendering Overview G-Buffer Layout Shader Creation Deferred Rendering in Detail Rendering Passes
More informationHuman body animation. Computer Animation. Human Body Animation. Skeletal Animation
Computer Animation Aitor Rovira March 2010 Human body animation Based on slides by Marco Gillies Human Body Animation Skeletal Animation Skeletal Animation (FK, IK) Motion Capture Motion Editing (retargeting,
More informationCS GAME PROGRAMMING Question bank
CS6006 - GAME PROGRAMMING Question bank Part A Unit I 1. List the different types of coordinate systems. 2. What is ray tracing? Mention some applications of ray tracing. 3. Discuss the stages involved
More informationBuilding scalable 3D applications. Ville Miettinen Hybrid Graphics
Building scalable 3D applications Ville Miettinen Hybrid Graphics What s going to happen... (1/2) Mass market: 3D apps will become a huge success on low-end and mid-tier cell phones Retro-gaming New game
More informationCS 231. Deformation simulation (and faces)
CS 231 Deformation simulation (and faces) 1 Cloth Simulation deformable surface model Represent cloth model as a triangular or rectangular grid Points of finite mass as vertices Forces or energies of points
More informationReal-Time Universal Capture Facial Animation with GPU Skin Rendering
Real-Time Universal Capture Facial Animation with GPU Skin Rendering Meng Yang mengyang@seas.upenn.edu PROJECT ABSTRACT The project implements the real-time skin rendering algorithm presented in [1], and
More informationThe Vegetation of Horizon Zero Dawn. Gilbert Sanders Principal Artist, Guerrilla Games
The Vegetation of Horizon Zero Dawn Gilbert Sanders Principal Artist, Guerrilla Games Welcome Topics Simulation Shading Creation Shadow Casting Summary Introduction Our Renderer Artist Node-Based Shader
More informationAdvanced Graphics and Animation
Advanced Graphics and Animation Character Marco Gillies and Dan Jones Goldsmiths Aims and objectives By the end of the lecture you will be able to describe How 3D characters are animated Skeletal animation
More informationSoft shadows. Steve Marschner Cornell University CS 569 Spring 2008, 21 February
Soft shadows Steve Marschner Cornell University CS 569 Spring 2008, 21 February Soft shadows are what we normally see in the real world. If you are near a bare halogen bulb, a stage spotlight, or other
More informationRender-To-Texture Caching. D. Sim Dietrich Jr.
Render-To-Texture Caching D. Sim Dietrich Jr. What is Render-To-Texture Caching? Pixel shaders are becoming more complex and expensive Per-pixel shadows Dynamic Normal Maps Bullet holes Water simulation
More informationOptimizing and Profiling Unity Games for Mobile Platforms. Angelo Theodorou Senior Software Engineer, MPG Gamelab 2014, 25 th -27 th June
Optimizing and Profiling Unity Games for Mobile Platforms Angelo Theodorou Senior Software Engineer, MPG Gamelab 2014, 25 th -27 th June 1 Agenda Introduction ARM and the presenter Preliminary knowledge
More information2.11 Particle Systems
2.11 Particle Systems 320491: Advanced Graphics - Chapter 2 152 Particle Systems Lagrangian method not mesh-based set of particles to model time-dependent phenomena such as snow fire smoke 320491: Advanced
More informationThe Illusion of Motion Making magic with textures in the vertex shader. Mario Palmero Lead Programmer at Tequila Works
The Illusion of Motion Making magic with textures in the vertex shader Mario Palmero Lead Programmer at Tequila Works Dark Ages before Textures in the Vertex Shader What is the Vertex Shader? A programmable
More informationApplications of Explicit Early-Z Z Culling. Jason Mitchell ATI Research
Applications of Explicit Early-Z Z Culling Jason Mitchell ATI Research Outline Architecture Hardware depth culling Applications Volume Ray Casting Skin Shading Fluid Flow Deferred Shading Early-Z In past
More informationVertex Shaders for Geometry Compression
Vertex Shaders for Geometry Compression by Kenneth Hurley GDC San Francisco March 5 th, 2007 You might be an engineer if The sales people at the local computer store can't answer any of your questions.
More informationCMSC 425: Lecture 10 Skeletal Animation and Skinning
CMSC 425: Lecture 10 Skeletal Animation and Skinning Reading: Chapt 11 of Gregory, Game Engine Architecture. Recap: Last time we introduced the principal elements of skeletal models and discussed forward
More informationCS248. Game Mechanics
CS248 Game Mechanics INTRODUCTION TOM WANG 2007 BS/MS CS KEY GAME MECHANICS * * * * * WORLD BUILDING CONTROLS CAMERA AI PERFORMANCE WORLD BUILDING WORLD BUILDING Set the atmosphere and tone of the game.
More informationAchieving High-Quality, Low-Cost Skin: An Environment Approach
Achieving High-Quality, Low-Cost Skin: An Environment Approach Adelle Bueno Chief Environment Artist Advanced Technology Division Square Enix CO., Ltd., TOKYO Character Skin Texturing Workflow: Overview
More informationChapter 9 Animation System
Chapter 9 Animation System 9.1 Types of Character Animation Cel Animation Cel animation is a specific type of traditional animation. A cel is a transparent sheet of plastic on which images can be painted
More informationComputer Graphics I Lecture 11
15-462 Computer Graphics I Lecture 11 Midterm Review Assignment 3 Movie Midterm Review Midterm Preview February 26, 2002 Frank Pfenning Carnegie Mellon University http://www.cs.cmu.edu/~fp/courses/graphics/
More informationMAXIS-mizing Darkspore*: A Case Study of Graphic Analysis and Optimizations in Maxis Deferred Renderer
MAXIS-mizing Darkspore*: A Case Study of Graphic Analysis and Optimizations in Maxis Deferred Renderer A New Gaming Experience Made Possible With Processor Graphics Released in early 2011, the 2nd Generation
More informationObject Space Lighting. Dan Baker Founder, Oxide Games
Object Space Lighting Dan Baker Founder, Oxide Games Ashes of the Singularity Nitrous Engine/Oxide Games New studio founded from industry vets Firaxis, Zenimax, Stardock Ground up, custom engine Several
More informationDominic Filion, Senior Engineer Blizzard Entertainment. Rob McNaughton, Lead Technical Artist Blizzard Entertainment
Dominic Filion, Senior Engineer Blizzard Entertainment Rob McNaughton, Lead Technical Artist Blizzard Entertainment Screen-space techniques Deferred rendering Screen-space ambient occlusion Depth of Field
More informationTopics in Computer Animation
Topics in Computer Animation Animation Techniques Artist Driven animation The artist draws some frames (keyframing) Usually in 2D The computer generates intermediate frames using interpolation The old
More informationCS770/870 Spring 2017 Animation Basics
Preview CS770/870 Spring 2017 Animation Basics Related material Angel 6e: 1.1.3, 8.6 Thalman, N and D. Thalman, Computer Animation, Encyclopedia of Computer Science, CRC Press. Lasseter, J. Principles
More informationCS770/870 Spring 2017 Animation Basics
CS770/870 Spring 2017 Animation Basics Related material Angel 6e: 1.1.3, 8.6 Thalman, N and D. Thalman, Computer Animation, Encyclopedia of Computer Science, CRC Press. Lasseter, J. Principles of traditional
More informationSynthesizing Realistic Facial Expressions from Photographs
Synthesizing Realistic Facial Expressions from Photographs 1998 F. Pighin, J Hecker, D. Lischinskiy, R. Szeliskiz and D. H. Salesin University of Washington, The Hebrew University Microsoft Research 1
More informationCharacter Animation 1
Character Animation 1 Overview Animation is a big topic We will concentrate on character animation as is used in many games today humans, animals, monsters, robots, etc. Character Representation A character
More information3/1/2010. Acceleration Techniques V1.2. Goals. Overview. Based on slides from Celine Loscos (v1.0)
Acceleration Techniques V1.2 Anthony Steed Based on slides from Celine Loscos (v1.0) Goals Although processor can now deal with many polygons (millions), the size of the models for application keeps on
More informationMODELING AND HIERARCHY
MODELING AND HIERARCHY Introduction Models are abstractions of the world both of the real world in which we live and of virtual worlds that we create with computers. We are all familiar with mathematical
More informationMike Bailey mjb@cs.oregonstate.edu 1 http://cs.oregonstate.edu/~mjb/fundsem This work is licensed under a Creative Commons Oregon Attribution-NonCommercial- State University NoDerivatives 4.0 International
More information3D Production Pipeline
Overview 3D Production Pipeline Story Character Design Art Direction Storyboarding Vocal Tracks 3D Animatics Modeling Animation Rendering Effects Compositing Basics : OpenGL, transformation Modeling :
More informationChapter 19- Object Physics
Chapter 19- Object Physics Flowing water, fabric, things falling, and even a bouncing ball can be difficult to animate realistically using techniques we have already discussed. This is where Blender's
More informationFlowmap Generator River Tutorial
Flowmap Generator River Tutorial Table of Contents First steps... 3 Preview Material Setup... 3 Creating a Generator... 5 Assign to preview material... 9 Fields... 10 Simulating... 11 Using the baked flowmap
More informationShadow Techniques. Sim Dietrich NVIDIA Corporation
Shadow Techniques Sim Dietrich NVIDIA Corporation sim.dietrich@nvidia.com Lighting & Shadows The shadowing solution you choose can greatly influence the engine decisions you make This talk will outline
More informationTexturing Theory. Overview. All it takes is for the rendered image to look right. -Jim Blinn 11/10/2018
References: Real-Time Rendering 3 rd Edition Chapter 6 Texturing Theory All it takes is for the rendered image to look right. -Jim Blinn Overview Introduction The Texturing Pipeline Example The Projector
More informationCharacter Animation. Presented by: Pam Chow
Character Animation Presented by: Pam Chow Overview Animation is a big topic We will concentrate on character animation as is used in many games today humans, animals, monsters, robots, etc. PLAZMO AND
More informationEngineering Real- Time Applications with Wild Magic
3D GAME ENGINE ARCHITECTURE Engineering Real- Time Applications with Wild Magic DAVID H. EBERLY Geometric Tools, Inc. AMSTERDAM BOSTON HEIDELRERG LONDON NEW YORK OXFORD PARIS SAN DIEGO SAN FRANCISCO SINGAPORE
More informationMany rendering scenarios, such as battle scenes or urban environments, require rendering of large numbers of autonomous characters.
1 2 Many rendering scenarios, such as battle scenes or urban environments, require rendering of large numbers of autonomous characters. Crowd rendering in large environments presents a number of challenges,
More informationAGDC Per-Pixel Shading. Sim Dietrich
AGDC Per-Pixel Shading Sim Dietrich Goal Of This Talk The new features of Dx8 and the next generation of HW make huge strides in the area of Per-Pixel Shading Most developers have yet to adopt Per-Pixel
More informationChapter 5- Materials & Textures
Chapter 5- Materials & Textures As mentioned in the past chapter, materials and textures are what change your model from being gray to brilliant. You can add color, make things glow, become transparent
More information#Short presentation of the guys
1 #Short presentation of the guys Let me introduce myself, I am Sébastien Lagarde and, together with my co-worker Antoine Zanuttini, we are part of a team currently working on Remember me, the new Capcom
More informationImages from 3D Creative Magazine. 3D Modelling Systems
Images from 3D Creative Magazine 3D Modelling Systems Contents Reference & Accuracy 3D Primitives Transforms Move (Translate) Rotate Scale Mirror Align 3D Booleans Deforms Bend Taper Skew Twist Squash
More informationGLOBAL SNOW Reference Guide
GLOBAL SNOW Reference Guide Contents Introduction... 3 How it works... 3 Demo Scene... 4 Quick Start... 4 Global Snow Parameters... 5 Scene Setup (Forward Rendering)... 5 Scene Setup (Deferred Rendering)...
More informationDesigning for Performance. Arseny Kapoulkine
Designing for Performance Arseny Kapoulkine Who I Am Arseny Kapoulkine zeuxcg Agenda Memory & performance: why should you care? Analysis tools New & upcoming performance features Deep dive: rendering,
More informationSystem Requirements:-
Anime Studio Pro 9 Complete Animation for Professionals & Digital Artists! Anime Studio Pro 9 is for professionals looking for a more efficient alternative to tedious frame-by-frame animation. With an
More informationStreaming Massive Environments From Zero to 200MPH
FORZA MOTORSPORT From Zero to 200MPH Chris Tector (Software Architect Turn 10 Studios) Turn 10 Internal studio at Microsoft Game Studios - we make Forza Motorsport Around 70 full time staff 2 Why am I
More informationcharacter design pipeline) callum.html
References: http://3d.about.com/od/3d-101-the-basics/tp/introducing-the-computer-graphics- Pipeline.htm (character design pipeline) http://cpapworthpp.blogspot.co.uk/2012/12/animation-production-pipelinecallum.html
More informationAnimation Essentially a question of flipping between many still images, fast enough
33(70) Information Coding / Computer Graphics, ISY, LiTH Animation Essentially a question of flipping between many still images, fast enough 33(70) Animation as a topic Page flipping, double-buffering
More informationPoint based global illumination is now a standard tool for film quality renderers. Since it started out as a real time technique it is only natural
1 Point based global illumination is now a standard tool for film quality renderers. Since it started out as a real time technique it is only natural to consider using it in video games too. 2 I hope that
More informationAdaptive Point Cloud Rendering
1 Adaptive Point Cloud Rendering Project Plan Final Group: May13-11 Christopher Jeffers Eric Jensen Joel Rausch Client: Siemens PLM Software Client Contact: Michael Carter Adviser: Simanta Mitra 4/29/13
More informationTable of Contents. Questions or problems?
1 Introduction Overview Setting Up Occluders Shadows and Occlusion LODs Creating LODs LOD Selection Optimization Basics Controlling the Hierarchy MultiThreading Multiple Active Culling Cameras Umbra Comparison
More informationAttention to Detail! Creating Next Generation Content For Radeon X1800 and beyond
Attention to Detail! Creating Next Generation Content For Radeon X1800 and beyond Callan McInally Manager, 3D Application Research Group Overview In order to fully take advantage of next generation hardware,
More informationThree-Dimensional Computer Animation
Three-Dimensional Computer Animation Visual Imaging in the Electronic Age Donald P. Greenberg November 29, 2016 Lecture #27 Why do we need an animation production pipeline? Animated full-length features
More informationCraig Peeper Software Architect Windows Graphics & Gaming Technologies Microsoft Corporation
Gaming Technologies Craig Peeper Software Architect Windows Graphics & Gaming Technologies Microsoft Corporation Overview Games Yesterday & Today Game Components PC Platform & WGF 2.0 Game Trends Big Challenges
More informationWorking with Metal Overview
Graphics and Games #WWDC14 Working with Metal Overview Session 603 Jeremy Sandmel GPU Software 2014 Apple Inc. All rights reserved. Redistribution or public display not permitted without written permission
More information3D Character Creation for the Unreal Game Engine Using Adobe Fuse
3D Character Creation for the Unreal Game Engine Using Adobe Fuse Developed by: Gaming Research Integration for Learning Laboratory (GRILL ) DISTRIBUTION A: Approved for public release; distribution unlimited.
More informationPtex: Per-face Texture Mapping for Production Rendering
EGSR 2008 Ptex: Per-face Texture Mapping for Production Rendering Brent Burley and Dylan Lacewell Walt Disney Animation Studios (See attached slide notes for details) Texture Mapping at Disney Chicken
More informationConsider a partially transparent object that is illuminated with two lights, one visible from each side of the object. Start with a ray from the eye
Ray Tracing What was the rendering equation? Motivate & list the terms. Relate the rendering equation to forward ray tracing. Why is forward ray tracing not good for image formation? What is the difference
More informationIndex FEATURES LIST 2
FULL FEATURES LIST Index RealFlow Features 4 Liquids 4 Elastics 4 Granulars 4 Rigids 5 Viscous Materials 5 Viscoelastic Materials 5 Fibres 5 Built-in Basic Primitives 6 Particle Emitters 6 Rigid Bodies
More informationMount Points Mount Points is a super simple tool for connecting objects together and managing those relationships.
Mount Points Mount Points is a super simple tool for connecting objects together and managing those relationships. With Mount Points, you can simply drag two objects together and when their mount points
More informationGraphics Performance Optimisation. John Spitzer Director of European Developer Technology
Graphics Performance Optimisation John Spitzer Director of European Developer Technology Overview Understand the stages of the graphics pipeline Cherchez la bottleneck Once found, either eliminate or balance
More informationVISIT FOR THE LATEST UPDATES, FORUMS & MORE ASSETS.
Gargoyle VISIT WWW.SFBAYSTUDIOS.COM FOR THE LATEST UPDATES, FORUMS & MORE ASSETS. 1. INTRODUCTION 2. QUICK SET UP 3. PROCEDURAL VALUES 4. SCRIPTING 5. ANIMATIONS 6. LEVEL OF DETAIL 7. CHANGE LOG 1. Introduction
More informationSculpting 3D Models. Glossary
A Array An array clones copies of an object in a pattern, such as in rows and columns, or in a circle. Each object in an array can be transformed individually. Array Flyout Array flyout is available in
More information#Short presentation of the guys
1 #Short presentation of the guys Let me introduce myself, I am Sébastien Lagarde and, together with my co-worker Antoine Zanuttini, we are part of a team currently working on a PC/XBOX360/PS3 game. For
More informationCSE452 Computer Graphics
CSE452 Computer Graphics Lecture 19: From Morphing To Animation Capturing and Animating Skin Deformation in Human Motion, Park and Hodgins, SIGGRAPH 2006 CSE452 Lecture 19: From Morphing to Animation 1
More informationThe exam begins at 5:10pm and ends at 8:00pm. You must turn your exam in when time is announced or risk not having it accepted.
CS 184: Foundations of Computer Graphics page 1 of 11 Student Name: Student ID: Instructions: Read them carefully! The exam begins at 5:10pm and ends at 8:00pm. You must turn your exam in when time is
More informationTextures. Texture coordinates. Introduce one more component to geometry
Texturing & Blending Prof. Aaron Lanterman (Based on slides by Prof. Hsien-Hsin Sean Lee) School of Electrical and Computer Engineering Georgia Institute of Technology Textures Rendering tiny triangles
More informationResistance: Fall of Man. Insomniac Games
Resistance: Fall of Man Insomniac Games Development Started on PC with a small prototype team concurrent with PS2 development Good for prototyping shaders little change Good for prototyping lighting, tools
More information05 Mesh Animation. Steve Marschner CS5625 Spring 2016
05 Mesh Animation Steve Marschner CS5625 Spring 2016 Basic surface deformation methods Blend shapes: make a mesh by combining several meshes Mesh skinning: deform a mesh based on an underlying skeleton
More informationIntroduction. About me. About the book. About the book. Why a book? Introducing Character Animation with Blender. About me About the book
Introducing Character Animation with Blender Tony Mullen About me About the book Introduction Some general thoughts on Blender related publishing Preview of ICAWB The Gallery About me College lecturer
More informationIndex FEATURES LIST 2
FULL FEATURES LIST Index RealFlow 10 Features 4 Liquids 4 Elastics 4 Granulars 4 Rigids 5 Fibres 5 Built-in Basic Primitives 5 Particle Emitters 6 Rigid Bodies 6 Soft Bodies 6 Fracture Tools 7 Joints 7
More informationComputer Graphics (CS 563) Lecture 4: Advanced Computer Graphics Image Based Effects: Part 1. Prof Emmanuel Agu
Computer Graphics (CS 563) Lecture 4: Advanced Computer Graphics Image Based Effects: Part 1 Prof Emmanuel Agu Computer Science Dept. Worcester Polytechnic Institute (WPI) Image Based Effects Three main
More informationCloth Simulations. 9.2 Physics - Cloth Simulations
9.2 Physics - Cloth Simulations Cloth Simulations...1 Description...2 Workflow...2 Cloth Panel...3 Material...3 Damping...3 Pinning...4 Pinning Clothing To An Armature...4 Cloth Sewing Springs...5 Collisions...5
More informationSFX - Tricks of the Trade Fredrik Limsäter Partner / CTO Fido Stockholm
S - Tricks of the Trade 2009 Fredrik Limsäter Partner / CTO Fido Stockholm Resume... and 20 or so commercials CTO what? Chief Technical Officer Building a high-end digital studio in Stockholm Front edge
More informationReal-Time Volumetric Smoke using D3D10. Sarah Tariq and Ignacio Llamas NVIDIA Developer Technology
Real-Time Volumetric Smoke using D3D10 Sarah Tariq and Ignacio Llamas NVIDIA Developer Technology Smoke in NVIDIA s DirectX10 SDK Sample Smoke in the game Hellgate London Talk outline: Why 3D fluid simulation
More informationA Trip Down The (2011) Rasterization Pipeline
A Trip Down The (2011) Rasterization Pipeline Aaron Lefohn - Intel / University of Washington Mike Houston AMD / Stanford 1 This talk Overview of the real-time rendering pipeline available in ~2011 corresponding
More information1 INTRoduCTIon to BLENDER 1. 3 PREPARATIon 19
INTRoduCTIoN xv 2 INTRoduCTIon to GIMP 13 Topics Covered... xv What Isn t Covered...xvi Requirements....xvi The Projects....xvi The Bat Creature... xvii The Spider Bot... xvii The Jungle Temple... xvii
More informationBeyond Programmable Shading Course ACM SIGGRAPH 2010 Bending the Graphics Pipeline
Beyond Programmable Shading Course ACM SIGGRAPH 2010 Bending the Graphics Pipeline Johan Andersson DICE Overview Give a taste of a few rendering techniques we are using & experimenting with how they interact,
More informationLECTURE 2: VR SYSTEMS AND VIRTUAL WORLDS
CS-E4002 - Virtual and Augmented Reality, Spring 2018 Tapio Takala LECTURE 2: VR SYSTEMS AND VIRTUAL WORLDS Partly adapted from lectures by Bruce Thomas, Mark Billinghurst University of South Australia,
More informationFinal Exam CS 184: Foundations of Computer Graphics page 1 of 14 Fall 2016 Prof. James O Brien
Final Exam CS 184: Foundations of Computer Graphics page 1 of 14 Student Name: Student ID: Instructions: Read them carefully The exam begins at 3:10pm and ends at 6:00pm. You must turn your exam in when
More informationNew BFME2 World Builder Features Addendum to the BFME1 World Builder Manual
New BFME2 World Builder Features Addendum to the BFME1 World Builder Manual 1. To help organize World Builder, we ve added the Logical Tab and the Sound Tab to the Object Properties. a. The Logical Tab
More informationGame Technology. Lecture Physically Based Rendering. Dipl-Inform. Robert Konrad Polona Caserman, M.Sc.
Game Technology Lecture 7 4.12.2017 Physically Based Rendering Dipl-Inform. Robert Konrad Polona Caserman, M.Sc. Prof. Dr.-Ing. Ralf Steinmetz KOM - Multimedia Communications Lab PPT-for-all v.3.4_office2010
More informationDX10, Batching, and Performance Considerations. Bryan Dudash NVIDIA Developer Technology
DX10, Batching, and Performance Considerations Bryan Dudash NVIDIA Developer Technology The Point of this talk The attempt to combine wisdom and power has only rarely been successful and then only for
More informationComputer Animation. Conventional Animation
Animation The term animation has a Greek (animos) as well as roman (anima) root, meaning to bring to life Life: evolution over time Conventional Animation Animation is a technique in which the illusion
More informationBreathing life into your applications: Animation with Qt 3D. Dr Sean Harmer Managing Director, KDAB (UK)
Breathing life into your applications: Animation with Qt 3D Dr Sean Harmer Managing Director, KDAB (UK) sean.harmer@kdab.com Contents Overview of Animations in Qt 3D Simple Animations Skeletal Animations
More informationIntegrating Physics into a Modern Game Engine. Object Collision. Various types of collision for an object:
Integrating Physics into a Modern Game Engine Object Collision Various types of collision for an object: Sphere Bounding box Convex hull based on rendered model List of convex hull(s) based on special
More informationOverview. Animation is a big topic We will concentrate on character animation as is used in many games today. humans, animals, monsters, robots, etc.
ANIMATION Overview Animation is a big topic We will concentrate on character animation as is used in many games today humans, animals, monsters, robots, etc. Character Representation A character is represented
More informationResearch Method: I plan to research existing literature on the subject and conducting tests in the lab.
Personal Inquiry Proposal. Name: James Morgan Course: MA3D Animation Subject: Creating simple muscle solutions for game and animation in XSI. Brief Explanation: I plan to investigate a practical and simple
More informationGame Development for
Game Development for Who am I? Harry Krueger Senior Programmer at Housemarque Games Lead Programmer on Resogun Presentation Flow Intro to Housemarque and Resogun Housemarque Engine and Tools Platform-specific
More informationCom S 336 Final Project Ideas
Com S 336 Final Project Ideas Deadlines These projects are to be done in groups of two. I strongly encourage everyone to start as soon as possible. Presentations begin four weeks from now (Tuesday, December
More informationThe 3D rendering pipeline (our version for this class)
The 3D rendering pipeline (our version for this class) 3D models in model coordinates 3D models in world coordinates 2D Polygons in camera coordinates Pixels in image coordinates Scene graph Camera Rasterization
More informationCreating Flood Effects in Uncharted 3. Eben Cook VFX Naughty Dog
Creating Flood Effects in Uncharted 3 Eben Cook VFX Artist @ Naughty Dog Me me me BA in Communication Design from UNT Computer Science minor 11 years in the industry. EALA, Naughty Dog I ve been: Concept
More informationAfter the release of Maxwell in September last year, a number of press articles appeared that describe VXGI simply as a technology to improve
After the release of Maxwell in September last year, a number of press articles appeared that describe VXGI simply as a technology to improve lighting in games. While that is certainly true, it doesn t
More informationMattan Erez. The University of Texas at Austin
EE382V: Principles in Computer Architecture Parallelism and Locality Fall 2008 Lecture 10 The Graphics Processing Unit Mattan Erez The University of Texas at Austin Outline What is a GPU? Why should we
More informationExample-Based Skeleton Extraction. Scott Schaefer Can Yuksel
Example-Based Skeleton Extraction Scott Schaefer Can Yuksel Example-Based Deformation Examples Previous Work Mesh-based Inverse Kinematics [Sumner et al. 2005], [Der et al. 2006] Example-based deformation
More informationCloth Simulation on the GPU. Cyril Zeller NVIDIA Corporation
Cloth Simulation on the GPU Cyril Zeller NVIDIA Corporation Overview A method to simulate cloth on any GPU supporting Shader Model 3 (Quadro FX 4500, 4400, 3400, 1400, 540, GeForce 6 and above) Takes advantage
More informationCS451Real-time Rendering Pipeline
1 CS451Real-time Rendering Pipeline JYH-MING LIEN DEPARTMENT OF COMPUTER SCIENCE GEORGE MASON UNIVERSITY Based on Tomas Akenine-Möller s lecture note You say that you render a 3D 2 scene, but what does
More informationNVIDIA. Interacting with Particle Simulation in Maya using CUDA & Maximus. Wil Braithwaite NVIDIA Applied Engineering Digital Film
NVIDIA Interacting with Particle Simulation in Maya using CUDA & Maximus Wil Braithwaite NVIDIA Applied Engineering Digital Film Some particle milestones FX Rendering Physics 1982 - First CG particle FX
More information