Videogame graphics. Ubisoft
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1 Videogame graphics Ubisoft Gustav Taxén, Ph. D. Associate Professor School of Computing Science and Communication Royal Institute of Technology, Stockholm
2 Videogames the business
3 Videogame development Concept pitch, negotiations Pre-production Production Marketing/distribution 1 year 2 years 3 years First playable Alpha Release candidate Gold
4 Financing Varies Independent studio or publisher-owned Excess from previous projects Royalties
5 Videogame development roles Management / personnel Game design Art / visual design Sound / music Level design Technical / programming / engine QA / testing Marketing / merchandising IT support R&D
6 Videogame development projects Managed as large-scale software projects AAA-project ~ 15M Euro ~60% is spent on content creation persons per project Agile development Outsourcing Mountain Goat Software
7 Game engine components Game-specific systems Ubisoft Editor/Tools High-level systems Low-level systems Base q = w + xi + v' = qvq 1 yj + zk α α = cos( ) + usin( ) 2 2
8 Content Design Models Materials Textures Environments Characters Sound, dialogue Ubisoft
9 Middleware - examples Game engines Unreal Engine CryEngine Physics Havok PhysX Animation NaturalMotion Morpheme RAD Tools Granny GUI Scaleform GFx Menus Master Sound FMod GameCODA Network solutions DemonWare Sega NAP AI Kynapse Simbionic Lighting Geomerics Beäst...and many more!
10 An exciting time to develop games...
11 An exciting time to develop games...
12 An exciting time to develop games...
13 The basics of videogame graphics
14 Avalanche Studios & Emote Games
15 Google Maps
16 Google Maps
17 Wikipedia
18 Avalanche Studios & Emote Games
19 Avalanche Studios & Emote Games
20 Avalanche Studios & Emote Games
21 Avalanche Studios & Emote Games
22 Avalanche Studios & Emote Games
23 Avalanche Studios & Emote Games
24 Avalanche Studios & Emote Games
25 Avalanche Studios & Emote Games
26 Avalanche Studios & Emote Games
27 20 m Vegetation models ~4m terrain tiles with procedural displacement mapping Hi-quality 4-way blend terrain textures High-detail trees Hi-quality shadows Avalanche Studios & Emote Games
28 80 m Grass billboards Low-detail trees Low-quality shadows ~32m mid-quality terrain tiles Mid-quality terrain textures Avalanche Studios & Emote Games
29 100 m Tree billboards ~64m mid-quality terrain tiles Low-quality terrain textures Avalanche Studios & Emote Games
30 Beyond 100 m ~128m low-quality terrain tiles Global terrain texture Avalanche Studios & Emote Games
31 Game data lifetime Persistent data loaded to RAM on game start Location data loaded based on camera position Event data cutscenes, full-screen GUIs, etc.
32 Data streaming DVD 8.5 GB (dual layer) Seek time ~100 ms Data rate ~10 MB/s One seek load 1 MB data Minimize the number of seeks: optimize the DVD layout Asynchronous streaming
33 Main thread Reader thread Request resource Resource available
34 Game System Lock Buffer A Buffer B Lock Game System
35
36
37
38 + = + = /paginasWeb/making_of_sotc.html
39 Avalanche Studios & Emote Games
40 Wikipedia
41 Wikipedia
42 Wikipedia
43 Wikipedia
44 object/hwshadowmap_paper.html Avalanche Studios & Emote Games
45 ftp://download.nvidia.com/developer/presentations/2004/gpu_jackpot/shadow_mapping.pdf
46 Eye camera plane Light camera plane
47 2006/paginasWeb/making_of_sotc.html
48
49 Ubisoft
50 Summary Videogame graphics is design-driven Artistic vision in combination with performance requirements Simplify real-world phenomena Only draw what you have to Precompute as much as possible Level-of-detail
51 Summary Videogame development requires a large number of roles Advanced algorithms Based upon the latest research Trade-off between performance and audiovisual quality
52 Summary Parallel multicore More storage Limited access times to memory and storage Algorithmically generated content Wikipedia
53 Wanna be a games programmer? C++ Able to work focused Optimization Memory-, real-time-, platform specific-, choice of algorithms Low level programming Efficient debugging Design patterns Windows programming
54 Wanna be a games programmer? Practice Performance, performance, performance! Expertise, deep knowledge Parallel systems (Cell, Multicore-PC) Shading (Cg, HLSL) DirectX 11, Pix
55
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