GDC 2011 : Platform<br />Insider Guide<br />Romain SIDIDRIS<br />
Automatic mode starts after 30 seconds without user inputs or using Y<br />Automatic mode <br />Camera Follow the helicopt...
Interaction mode ( B to change between each camera ) <br />ORBIT<br />Control the orbit camera around the platform<br /><u...
If the Gamepad  is manipulated the automatic mode stops to switch to the current camera</li></ul>FREE<br />Flying camera<b...
Orbit Camera Controls<br />Zoom IN / OUT ( Page Up / page Down)<br />Orbit the Camera<br />Back to automatic <br />Mode (B...
Free Camera Controls<br />Turbo<br />Move UP/Down ( Page Up / Page Down )<br />Forward/Strafe<br />Back to automatic <br /...
Characters Camera Controls<br />Back to automatic <br />mode<br />Help ( H)<br />Next Camera Mode (C )<br />Next/Previous ...
Data / Stats<br />
Triangles stats<br />On average<br />Between 3 – 4 Millions triangles drawn per frame<br />Reflection / refractioninduce m...
Profiling stats on different configuration<br />1920x1200 resolution<br />Z800 + 2x Quadro 6000 SLI mode 	: Stable 60 fpsw...
Technical  Highlights<br />
Highlighted Effects<br />HDR ( highDynamic Range ) / Tonemapping<br />Bloom ( leaking lights )<br />DOF ( Depth Of Field )...
HDR / ToneMap / Bloom<br />Tonemapping to adapt to differentlighting conditions<br />Directly configurable on the viewport...
Shadows<br />Soft Shadows ( Omni , spot , directional )<br />Directly configurable per light / per object<br />
Path Finding<br />Navigation meshgeneratedfrom the raw structure of the platform<br />Behaviors to move operatorsbetweenke...
Soft Particles<br />Prevent hard linesbetweenparticles and objects<br />
DOF<br />Autofocus on main camera to adaptdepth of field<br />
SKY<br />Sun and atmosphericrendering<br />Simple item from the library to drop in a Studio project<br />
Deferred Shading<br />During light ~200 lights are switched on <br />Deferredshadingallow for many light without performan...
Terrain<br />Dedicated editor available in Studio<br />Multiple materiallayers.<br />
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3DVIA Tech

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3DVIA Tech

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

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