XBOX360이나 PS3 등 성능과 표현력이 높은, 이른바 넥스트젠 (차세대) 콘솔에서 액션 장르의 게임이 차지하는 비중과 중요성은 날이 갈 수록 높아지고 있다. 이런 추세에 힘입어 넥스트젠 게임에 등장하는 애니메이션은 그 볼륨이 늘어나는 것은 물론 점차 복잡한 제어를 요구하고 있다. 특히 적은 볼륨을 통해서 다채로운 애니메이션을 만들어내기 위한 절차적 애니메이션 기법이나 게임 내의 복잡한 환경에 적절하게 반응하도록 만드는 상태 제어 기법 등은 첨단 렌더링 기법에 비견할 수 있을 정도로 넥스트젠 게임에서 가장 중요한 기술 중 하나로 자리잡고 있다.
이 강의에서는 이러한 넥스트젠 애니메이션 기술 트렌드와 온라인 게임에 기존 솔루션을 바로 통합하기 어려운 이유에 대해서 살펴보고, 실제로 온라인에서 동작할 수 있는 아키텍처에 대해서 마비노기 2의 개발 사례를 통해 살펴보도록 한다.
This document discusses strategies for building an economy, producing different types of units, and investing settlers to race for victory in a game. It also covers using traders to generate money, using monks to research technologies and convert sectors, and using soldiers to conquer sectors. The document provides details on settlers, the game editor features, fast map creation processes, measuring game behavior, optimizing resource usage, and potential future online multiplayer expansions to the game.
XBOX360이나 PS3 등 성능과 표현력이 높은, 이른바 넥스트젠 (차세대) 콘솔에서 액션 장르의 게임이 차지하는 비중과 중요성은 날이 갈 수록 높아지고 있다. 이런 추세에 힘입어 넥스트젠 게임에 등장하는 애니메이션은 그 볼륨이 늘어나는 것은 물론 점차 복잡한 제어를 요구하고 있다. 특히 적은 볼륨을 통해서 다채로운 애니메이션을 만들어내기 위한 절차적 애니메이션 기법이나 게임 내의 복잡한 환경에 적절하게 반응하도록 만드는 상태 제어 기법 등은 첨단 렌더링 기법에 비견할 수 있을 정도로 넥스트젠 게임에서 가장 중요한 기술 중 하나로 자리잡고 있다.
이 강의에서는 이러한 넥스트젠 애니메이션 기술 트렌드와 온라인 게임에 기존 솔루션을 바로 통합하기 어려운 이유에 대해서 살펴보고, 실제로 온라인에서 동작할 수 있는 아키텍처에 대해서 마비노기 2의 개발 사례를 통해 살펴보도록 한다.
This document discusses strategies for building an economy, producing different types of units, and investing settlers to race for victory in a game. It also covers using traders to generate money, using monks to research technologies and convert sectors, and using soldiers to conquer sectors. The document provides details on settlers, the game editor features, fast map creation processes, measuring game behavior, optimizing resource usage, and potential future online multiplayer expansions to the game.
This document summarizes the terrain rendering techniques used in the MMO action real-time strategy game Kingdom Under Fire II. It discusses using geometry clipmaps to render large terrains with high detail while maintaining performance. It also describes using texture clipmaps to allow high resolution texturing across large areas. Layer blending is used to combine texture tiles, with improvements like using indexed layers and filtering in the pixel shader. Storage and streaming techniques keep terrain data efficiently organized and loaded as needed.
The Technology Behind the DirectX 11 Unreal Engine"Samaritan" Demodrandom
This document discusses the technical details behind the DirectX 11 Unreal Engine 3 "Samaritan" demo shown at Game Developer Conference 2011. Key techniques discussed include tessellation, rendering hair using alpha to coverage, deferred rendering with multi-sample anti-aliasing, subsurface scattering for skin, image-based reflections using billboards, and depth of field with realistic bokeh shapes. The goal was to showcase new rendering features in real-time on high-end PC hardware and advance techniques for next-generation quality graphics.
Gdc2011 direct x 11 rendering in battlefield 3drandom
The document discusses rendering techniques used in the Frostbite 2 game engine for Battlefield 3, including deferred shading with tile-based lighting computed using compute shaders. It describes how this approach reduces overdraw and bandwidth compared to traditional deferred rendering. It also discusses techniques for displacement mapping terrains, adaptive multi-sample anti-aliasing, and direct stereo 3D rendering support.
This document summarizes Kenny Magnusson's presentation about lighting in Battlefield 3. It discusses DICE's past work on Battlefield: Bad Company and Mirror's Edge, and what they wanted to improve for Battlefield 3, including adding global illumination to destructible environments, better indoor and outdoor lighting, handling of reflective surfaces, ability to destroy lights, and improvements to workflows. It describes how DICE implemented Enlighten's real-time radiosity system in Frostbite 2 to simulate light bouncing between surfaces, enabling more realistic lighting in Battlefield 3's dynamic environments.
From Content for Next Generation Games by Chris Wellsdrandom
The document discusses the results of a study on the effects of exercise on memory and thinking abilities in older adults. The study found that regular exercise can help reduce the decline in thinking abilities that often occurs with age. Older adults who exercised regularly performed better on cognitive tests and brain scans showed they had greater activity in important areas for memory and learning compared to less active peers.
This document summarizes the terrain rendering techniques used in the MMO action real-time strategy game Kingdom Under Fire II. It discusses using geometry clipmaps to render large terrains with high detail while maintaining performance. It also describes using texture clipmaps to allow high resolution texturing across large areas. Layer blending is used to combine texture tiles, with improvements like using indexed layers and filtering in the pixel shader. Storage and streaming techniques keep terrain data efficiently organized and loaded as needed.
The Technology Behind the DirectX 11 Unreal Engine"Samaritan" Demodrandom
This document discusses the technical details behind the DirectX 11 Unreal Engine 3 "Samaritan" demo shown at Game Developer Conference 2011. Key techniques discussed include tessellation, rendering hair using alpha to coverage, deferred rendering with multi-sample anti-aliasing, subsurface scattering for skin, image-based reflections using billboards, and depth of field with realistic bokeh shapes. The goal was to showcase new rendering features in real-time on high-end PC hardware and advance techniques for next-generation quality graphics.
Gdc2011 direct x 11 rendering in battlefield 3drandom
The document discusses rendering techniques used in the Frostbite 2 game engine for Battlefield 3, including deferred shading with tile-based lighting computed using compute shaders. It describes how this approach reduces overdraw and bandwidth compared to traditional deferred rendering. It also discusses techniques for displacement mapping terrains, adaptive multi-sample anti-aliasing, and direct stereo 3D rendering support.
This document summarizes Kenny Magnusson's presentation about lighting in Battlefield 3. It discusses DICE's past work on Battlefield: Bad Company and Mirror's Edge, and what they wanted to improve for Battlefield 3, including adding global illumination to destructible environments, better indoor and outdoor lighting, handling of reflective surfaces, ability to destroy lights, and improvements to workflows. It describes how DICE implemented Enlighten's real-time radiosity system in Frostbite 2 to simulate light bouncing between surfaces, enabling more realistic lighting in Battlefield 3's dynamic environments.
From Content for Next Generation Games by Chris Wellsdrandom
The document discusses the results of a study on the effects of exercise on memory and thinking abilities in older adults. The study found that regular exercise can help reduce the decline in thinking abilities that often occurs with age. Older adults who exercised regularly performed better on cognitive tests and brain scans showed they had greater activity in important areas for memory and learning compared to less active peers.
3. Main Topics
Player Scaling / Retargeting
Character Relative IK / Retargeting
cont…
4. Player Scaling / Retargeting
Two types of scaling
Uniform Player Scaling
Non – Uniform Player Scaling
Scaling happens after fighter is
updated.(파이터가 업데이트 된 후 비례조절이
이루어진다)
5. Uniform Player Scaling
Scales the player to the correct
height(정확한 플레이어의 키를 위해 비례를 조절한다)
6. Non-Uniform Player Scaling
Change proportions of
fighter(파이터의 비례 변형한다)
Several differently
proportioned skeletons to
allow various proportions to
be changed based upon
fighter(몇몇 사이즈 별로 만들어진
스켈레톤은 파이터의 기본 골격에 다양한
변화를 줄 수 있다)
For example larger
shoulders(어깨가 커지는 예를 들 수
있다)
7. Non-Uniform Player Scaling cont…
Examples of different body types.(아래 그림과
같은 서로 다른 바디 타입들을 예를 본다)
Fighters can have same body type but
because of height and normal maps can
look vastly different(파이터들은 같은 바디 타입을 갖고
있지만 파이터의 키와 노멀맵은 매우 다양하게 보일 수 있다)
8. Retargeting
Cache off effectors after the fighter is
updated(파이터를 업데이트 한 후 이펙터들을 캐쉬오프 한다)
Apply scaling
(스케일링을 적용한다)
Before Scaling After Scaling
9. Apply HumanIK
Dynamically change Reach, Pull, and Resist
Values.(늘어남, 당김 그리고 저항 값들을 역학적으로 변화시킬 수 있다)
Run a pass of HumanIK on Rig(리그에 HIK의 패스를 구동
한다)
Before HumanIK After HumanIK
10.
11. Character Relative IK
Blend IK relative to various joints(다양한 조인트에
연관된 블렌드 IK)
Set joints of one fighter relative to joints of
second fighter.(첫번째 파이터와 두번째 파이터의 조인트를
연동해서 세팅 한다)
Calculate position of players
corresponding effectors relative to data
from original animation based on joint info
(조인트 정보의 기본 애니메이션 데이터와 연관된 플레이어들과
일치하는 이펙터의 위치를 계산한다)
Allows for layering IK and retargeting for
interactions.(IK레이어와 상호작용을 위해 리타게팅을 사용 한다)
12. Character Relative IK Cont…
Run HIK in stages(화면상에 HIK를 구동한다)
Solves for one part of the fighter so that
the other can reference result, and solve
for itself.(나머지 부분이 자신을 위한 해법이나 관련된 결과를
얻기 위해 파이터의 부분 중 하나를 해결한다)
This allows HIK passes to be broken up
into several smaller chunks which can be
run on the various fighters depending on
the interaction occurring.(이를 통해 HIK패스는 몇몇
보다 작은 덩어리들에서 분산되는데 이것의 상호작용에 의해서
다양한 파이터들을 구동 할 수 있다)
13. Character Relative IK Cont…
Running HIK in stages allows multiple
dependencies to be setup, creating
complex IK dependencies(화면상에 구동돠고 있는
HIK는 다중의 하위 노드를 셋업 할 수 있고, 복잡한 IK를 만들 수
있다)
For example fighter 1’s wrist may be
made relative to fighter 2’s head which
may be also relative to fighter 1’s
chest.(예를 들어 파이터1의 손목이 파이터2의 머리와 연관되게
만들었다면 그것은 파이터1의 가슴과도 또한 연동된 것이다)
14. Character Relative IK Cont…
The joint parenting relationship is
setup in motion builder.(조인트 페어런트
관계는 모션빌더에서 셋업 된다)
Allows animators to animate reach T
and reach R.(애니메이터들은 이동과 회전의
움직임을 줄 수 있다)
Test animations as they are authored
so that there are no surprises.(이상한
것이 없게 하기위해 IK를 사용해서 애니메이션을 테스트 한다)
15. Layering Character Relative IK
Layering IK on a per animation basis
allows for creating complex
animations with several layers of
animation / IK data being blended
together.(IK레이어는 몇몇 애니메이션 레이어를 갖고
복잡한 애니메이션을 만들기 위해 기본 애니메이션 위에
사용합니다./ IK데이터는 레이어와 같이 블렌드된다)
This will allow a strike and another
animation to be blended together
and the strike still hit the desired
location.(이를 통해 가격하는 동작과 또 다른
애니메이션은 함께 블렌드 되고 가격하는 동작은 여전히
원하는 위치를 가격한다)
16.
17. Character Relative IK Retargeting
Character Relative IK also works as a
solution for Retargeting.(캐릭터 릴레이티브 IK는
리타게팅을 해결하는 일을 한다.)
Certain joint data is baked out relative to
the opponents joint data
This allows animators to specify what IK
is applied to which joints relative to other
joints.(이를 통해 애니메이터들은 IK가 어떤 조인트에 연관된
다른 조인트에 적용되는 것을 지정할 수 있다)
Based upon the baked out data, correct
effector positions can be calculated and
solved for(베이크된 데이더에 기초를 둔 정확한 이펙터의
위치들은 계산될 수 있다)
18. Character Relative IK Retargeting Cont…
Regardless of size or proportion fighters
joints will be in correct positions in
interactions(파이터의 조인트의 사이즈나 비례를 고려하지
않아도 상호작용에 의해 조인트의 위치가 올바른 위치로 설정 될
것이다)
Red = FK Position
Green = Actual Effector Position
Blue = Relative Joint Position
21. How Does This Affect Engineers?
Engineers can design the system
and it will be data driven so there is
very limited maintenance.(엔지니어들은 매우
제한된 유지 보수 계약에 의해 데이터들이 조율되고 시스템을
설계할 수 있다)
22. How Does This Affect Animators?
One of the big advantages is animators can
set up each scenario on how the fighters
will react and how this will appear to the
end user.(가장 큰 장점중의 하나는 애니메이터들이 파이터를
리액트하는 법과 최종본을 어떻게 보일지를 각 시나리오 별로 셋업 할
수 있다)
Allows animators to create very complex
animations.(매우 복잡한 애니메이션을 만드는 것이 가능하다)
Absolute control over how the final
animations appear in game by dynamically
changing reach, pull and resist.(늘어남, 끌림, 저항
등의 역학적 애니메이션을 게임에서 만드는 것을 완벽하게 담당한다)