G@S: 3D Game Content Compression & Creation

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Peter Lambert
Multimedia Lab (MMLab)
iMinds - UGent

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G@S: 3D Game Content Compression & Creation

  1. 1. ELIS – Multimedia Lab Games @ School 3D game content compression & creation Peter Lambert Multimedia Lab Ghent University - iMinds
  2. 2. ELIS – Multimedia Lab Overview • Context • 3D game content compression and streaming • 3D game content generation and authoring • Conclusion 2
  3. 3. ELIS – Multimedia Lab Context • Games need to “look good” AND be developed cost-effectively - maybe especially true for educational games - needs to compete with non-educational games 3
  4. 4. ELIS – Multimedia Lab TE XTURE ? Context – geometry & texture TE XTURE ? WITHGRAPHINE 4
  5. 5. ELIS – Multimedia Lab Context – geometry & texture • Textures are important - strong impact on graphics quality - typically 50% - 70% of total game data - not only ‘color’: also normal maps, displacement maps, … TE XTURE (RE AL-TIMERE RING) NDE 5
  6. 6. ELIS – Multimedia Lab Context • “Looking better”  more (texture) data - larger environments / levels - more visual details • Hitting limits - memory on graphics cards - storage on computer (disk) - distribution of games (DVD or Blu-Ray) - needs to be crafted by game designers & artists • Example: Antilope Island 6
  7. 7. ELIS – Multimedia Lab Context – Example • Antilope Island (Utah, USA) Length: 24km Width: 7,8km digital 1 pixel = 25cm resolution 128 000 x 128 000 pixel textures ~ 61GB !!! • How to deal with this amount of data? - compression (like JPEG, ZIP, …) - only loading small portions of the data set 7
  8. 8. ELIS – Multimedia Lab 3D game content compression & streaming 8
  9. 9. ELIS – Multimedia Lab 3D game content compression & streaming • G@S architecture GAME Streaming Runtime GPU Tiling Backend (disk or network) 9
  10. 10. ELIS – Multimedia Lab 3D game content compression & streaming • Scalability of the system • Performance - Real-time on most modern computers - 50% less download time - 80% less waiting to start playing http://www.youtube.com/watch?v=Rg6FE-HVJ44 10
  11. 11. ELIS – Multimedia Lab 3D game content generation & authoring • Problem statement - educators vs. game artists regarding game world creation - lack in richness and interactivity will quickly bore players and betray the exercises as filled-in templates • Goal within G@S - an authoring solution for 3D game content - easy to use for non-expert users - accelerates workflow even for expert users  suggestion framework for supervised level generation 11
  12. 12. ELIS – Multimedia Lab 3D game content generation & authoring • Automatic object placement - given an environment - given a number of randomly placed objects - generate or suggest a realistic layout • Requirements - should be fast - should be unique (same input, (slightly) different result) - should be integrated into a game editing environment 12
  13. 13. ELIS – Multimedia Lab 3D game content generation & authoring • G@S results - Proof of Concept - system / algorithm based on pseudo physics - semantics and rules for object types - integrated in Larian’s Glasses editing environment - very fast (instant suggestions for common settings) 13
  14. 14. ELIS – Multimedia Lab 3D game content generation & authoring • G@S results – example randomly placed objects 14
  15. 15. ELIS – Multimedia Lab Conclusions • Results of the game technology research in G@S - bigger games with much more visual details - easy and efficient workflow for game world generation  more cost-efficient development of 3D educational games 15

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