SSX Procedural Slides
Post on 20-Apr-2015
DESCRIPTIONThis interview will begin shortly... Stay tuned! Procedural Generation of Mountains and Tracks in SSX with Caleb Howard Procedural Generation of Mountains and Tracks in SSX…
This interview will begin shortly... Stay tuned! Procedural Generation of Mountains and Tracks in SSX with Caleb Howard Procedural Generation of Mountains and Tracks in SSX with Caleb Howard Challenges Automatic vs. Procedural How do procedural techniques fit in to the game development process? Are we trying to replace artists and designers? Elevation Data Elevation Data Agenda 1. Tracks & Gameplay 2. Surrounding Terrain 3. Tool Pipeline 4. Workflow 5. Discussion Part 1. TRACKS & GAMEPLAY The Track Track “Ribbons” Ribbon Controls Ribbon Parameters • Difficulty is set first. • Parameters: ► ► ► Slope. Turns. Hazards. • Branch Probabilities. Track Geometry Swept Profiles Meshes Advanced Profiles Dynamic Profiles Subtracting Tunnels Underlying Representation (1) Underlying Representation (2) Part 2. SURROUNDING TERRAIN Skirt Generation Skirt Generation Texturing Surfacing Mesh Decimation Rocks Trees Instance Placement Manual Placement Are all trees placed automatically? Did the artists need tools to move trees that were generated? Surface Alteration Distant Mountains Part 3. TOOL PIPELINE Houdini Houdini Node-Based Pipeline SSX Pipeline Path Terrain Instances Mesh Lights Audio Effects Procedural Benefits What are the benefits of node-based pipelines for procedural generation? Houdini and SSX How many custom nodes were written for Houdini to implement the SSX pipeline? Part 4. WORKFLOW Old Ways Build Pipeline Lock Pipeline Test Pipeline Proof Of Concept Proof Of Concept With Designers How difficult was it to get designers on board with procedural generation? With Artists Similarly, was it more difficult for the artists that were not familiar with procedural generation? Part 5. DISCUSSION Credits • Tom Munro • Bryn Wyka • Demetrius Apostopoulos • Ivan DeWolf • Ryan Ackert • Brendon Vitz • Craig Hall • Carlos Lemus • Carlos Lemus Procedural Generation of Mountains and Tracks in SSX with Caleb Howard
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Procedural Modeling L-Systems Procedural Terrain Procedural Behavior Based on the slides from 15-462 Spring 2007.
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PUBLIC ASSISTANCE A PROCEDURAL NOTE: HENCEFORTH TEXT SLIDES WILL OCCASIONALY FEATURE PARENTHESIZED NUMBERS REFERENCING SLIDES COVERING COMPLEMENTARY MATERIAL.
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로로터리 스크류 콤푸레셔 터리 스크류 콤푸레셔 SSX–HSD … ??량 : 0.26 ~86m3/min – 압력 5.5~15bar 로로터리 스크류 콤푸레셔 터리 스크류 콤푸레셔 SSX–HSD 시리즈X–HSD 시리즈
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