3DVIA Tech
Upcoming SlideShare
Loading in...5
×
 

Like this? Share it with your network

Share

3DVIA Tech

on

  • 390 views

 

Statistics

Views

Total Views
390
Views on SlideShare
381
Embed Views
9

Actions

Likes
0
Downloads
4
Comments
0

1 Embed 9

http://thegamefanatics.com 9

Accessibility

Categories

Upload Details

Uploaded via as Microsoft PowerPoint

Usage Rights

© All Rights Reserved

Report content

Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
  • Full Name Full Name Comment goes here.
    Are you sure you want to
    Your message goes here
    Processing…
Post Comment
Edit your comment

3DVIA Tech Presentation Transcript

  • 1. GDC 2011 : Platform
    Insider Guide
    Romain SIDIDRIS
  • 2. Automatic mode starts after 30 seconds without user inputs or using Y
    Automatic mode
    Camera Follow the helicopter from the island to the platform
    ( 1 m 50)
    Camera orbits around the platform then follow the current operator
    ( 40 s )
    Pressing the Y button , will skip to the next step
    Camera switches between different fixed point of view with a text highlighting the different effects
    ( 10s per effect x 5 )
    Pressing the Y button , will skip to the next step
  • 3. Interaction mode ( B to change between each camera )
    ORBIT
    Control the orbit camera around the platform
    • The demo is made to be control with an X360 controller
    • 4. If the Gamepad is manipulated the automatic mode stops to switch to the current camera
    FREE
    Flying camera
    Character
    Follow each character on the platform
  • 5. Orbit Camera Controls
    Zoom IN / OUT ( Page Up / page Down)
    Orbit the Camera
    Back to automatic
    Mode (Backspace )
    Help ( H)
    Next Camera Mode ( C )
    Day / Night Cycle ( N)
  • 6. Free Camera Controls
    Turbo
    Move UP/Down ( Page Up / Page Down )
    Forward/Strafe
    Back to automatic
    mode
    Help ( H)
    Next Camera Mode (C )
    Day / Night Cycle ( N)
    Look around
  • 7. Characters Camera Controls
    Back to automatic
    mode
    Help ( H)
    Next Camera Mode (C )
    Next/Previous characters
  • 8. Data / Stats
  • 9. Triangles stats
    On average
    Between 3 – 4 Millions triangles drawn per frame
    Reflection / refractioninduce multiple rendering
    Platform
    800 K triangles
    Opertors
    10 K Triangle
    Terrain
    Between 65K – 1 M triangles depending on LOD
    Water
    500 K Triangles ( Projective Gridcomputed on CPU )
  • 10. Profiling stats on different configuration
    1920x1200 resolution
    Z800 + 2x Quadro 6000 SLI mode : Stable 60 fpswhensynced ( 70-90 )
    Z800 + single NVIDIA GTX 460 : Stable 30 fpswhensynced ( 30–40 )
    1280x1024 resolution
    DELL T3500 + 2xQuadro 5800 SLI mode : Stable 45 fpswhensynced ( 50 – 80 )
    Z800 + single NVIDIA GTX 460 : average 45 – 60
    DELL T3500 + single Quadro 1800 : average 18 fps
  • 11. Technical Highlights
  • 12. Highlighted Effects
    HDR ( highDynamic Range ) / Tonemapping
    Bloom ( leaking lights )
    DOF ( Depth Of Field )
    DeferredShading ( Lights on platform )
    Sky ( Sun + atmosphericeffect / scattering )
    Day Cycle
    Water Effect
    Shore Effect / Foam
    Reflection/Refraction
    Soft Particles ( Landing Helicopter )
    PathFinding ( Operatorsmovingaround )
    Terrain
    Soft Shadows
    MLAA ( antialising for deferredrendering )
  • 13. HDR / ToneMap / Bloom
    Tonemapping to adapt to differentlighting conditions
    Directly configurable on the viewportinside Studio
  • 14. Shadows
    Soft Shadows ( Omni , spot , directional )
    Directly configurable per light / per object
  • 15. Path Finding
    Navigation meshgeneratedfrom the raw structure of the platform
    Behaviors to move operatorsbetweenkeep points using the NavEngine
  • 16. Soft Particles
    Prevent hard linesbetweenparticles and objects
  • 17. DOF
    Autofocus on main camera to adaptdepth of field
  • 18. SKY
    Sun and atmosphericrendering
    Simple item from the library to drop in a Studio project
  • 19. Deferred Shading
    During light ~200 lights are switched on
    Deferredshadingallow for many light without performance impact
  • 20. Terrain
    Dedicated editor available in Studio
    Multiple materiallayers.
  • 21. Water
    FFT to computeheightmap & normalmap on CPU using SSE
    Projective gridcomputed on GPU
    Shore effects ( foamnear the shore and soft blending )
    Reflection & refraction