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ELIS – Multimedia Lab

Games @ School
3D game content compression & creation

Peter Lambert
Multimedia Lab
Ghent University - iMinds
ELIS – Multimedia Lab

Overview
• Context

• 3D game content compression and streaming
• 3D game content generation and authoring
• Conclusion

2
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
ELIS – Multimedia Lab

TE
XTURE
?

Context – geometry & texture

TE
XTURE
?

WITHGRAPHINE

4
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
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
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
ELIS – Multimedia Lab

3D game content compression & streaming

8
ELIS – Multimedia Lab

3D game content compression & streaming
• G@S architecture
GAME

Streaming
Runtime

GPU

Tiling Backend

(disk or network)

9
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
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
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
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
ELIS – Multimedia Lab

3D game content generation & authoring
• G@S results – example

randomly placed
objects

14
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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G@S: 3D Game Content Compression & Creation

  • 1. ELIS – Multimedia Lab Games @ School 3D game content compression & creation Peter Lambert Multimedia Lab Ghent University - iMinds
  • 2. ELIS – Multimedia Lab Overview • Context • 3D game content compression and streaming • 3D game content generation and authoring • Conclusion 2
  • 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. ELIS – Multimedia Lab TE XTURE ? Context – geometry & texture TE XTURE ? WITHGRAPHINE 4
  • 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. 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. 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. ELIS – Multimedia Lab 3D game content compression & streaming 8
  • 9. ELIS – Multimedia Lab 3D game content compression & streaming • G@S architecture GAME Streaming Runtime GPU Tiling Backend (disk or network) 9
  • 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. 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. 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. 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. ELIS – Multimedia Lab 3D game content generation & authoring • G@S results – example randomly placed objects 14
  • 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