real-time graphics: issues and trends in games
DESCRIPTION
Real-time Graphics: Issues and Trends in Games. Tobi Saulnier CEO, 1 st Playable Productions November 5, 2007 Computer Graphics, Fall 2007. Graphics in Games. Notable for Real-time graphics Actually, a blend of prerendered and real-time rendered - PowerPoint PPT PresentationTRANSCRIPT
1
Real-time Graphics: Issues and Real-time Graphics: Issues and Trends in GamesTrends in Games
Tobi SaulnierCEO, 1st Playable Productions
November 5, 2007Computer Graphics, Fall 2007
2
Graphics in Games
Notable for Real-time graphics Actually, a blend of prerendered and real-time
rendered Migration of graphics techniques as technology
advances (from film world)
Each game platform has a unique architecture, optimization techniques need to be tailored for each Genre enforces priorities for processing Game art and design production creates
bottlenecks Lifespan of a game platform <5 years
3
Console Platform Transitions …
1999 2000 2001 2002 2003 2004 2005 20052006 2007
PS2
PSX (’94)
XBox
Gamecube
N64 (’95)
Dreamcast
GameBoy Advance
GBC (’98)
Video Games technology introduction is driven by intense industry competition.
Video Games technology introduction is driven by intense industry competition.
N-Gage
2008 2009 2010
Dual Screen
PlayStation Portable
Xbox360, PS3, and Nintendo Revolution
4
Types of platform issues
Embedded platforms – do more with fixed platformOptimize for specialized needs =
differentiation General purpose platforms
Phones, PC’sGraphics frameworks to isolate from
low-level dependencies
Every game platform has quirks and shortcomings, is only partially thought through, and decided well before most
developers see the specs
5
Graphical Data Types
Scene data Character data Special Effects data Lighting Weather effects Particle systems
6
Why Graphics Optimization?
More graphics in the game … More AI More realism More multiplayer More characters
7
Nintendo DS
Arm 7 and Arm 9 processors
Tony Hawk DS versus Spiderman DS
8
Unreal III Engine (PC)
9
Trend in pipelines
Fixed function pipelinesTypical of GBA, DS, PSP, PS2
Programmable pipelinesPixel shadersVertex shadersShader languagesMajor transition for Xbox 360, PS3
10
Lighting
Shadows Lighting Scene lighting Character lighting
Resident evil – lighting tied into facial animation
Doom – global illumination, shadow volumes
11
Doom XBox
12
Rendering
Tris, polys Multipass, single pass techniques Prerendering versus real-time
rendering choices Architectural impact – GPU, memory,
bus
13
Unreal III Engine (PC)
14
Procedural graphics
Problem = generation of enough content to utilize hardware capabilities Manual generation is harder
Terrain generation Scene generation Spore – real-time generation
Trees Returning to the same scene – pseudo-
random sequences Game challenges – design mapping
15
Procedural Trees
16
Trends
Fixed function to programmable Deferred rendering Progression of 3D onto handheld Multiprocessing/multipurpose Networked play Procedural texturing, geometry Lighting / cinematics
17
Takeaways
Now is an exciting time in graphics for videogames
On all platforms! The problems being faced require a new
level of engineering discipline, a transfer of knowledge from non-realtime to realtime
You need to bridge hardware and software to be competitive
Not just games – Impact of innovation in other important areas