02 researchingames bps2011 sloan
TRANSCRIPT
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Research in GamesPeter-Pike Sloan, Disney Interactive Studio
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X - Video
First Playable
Vertical Slice
Concept
Pre-production
Full Production
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Disney Ente
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Concept
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Disney Ente
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X Video
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X Movie
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Disney Ente
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What are the big features?
Power plays (large scripted destruction)
Big explosions/smoke/etc.
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Pre-Production
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Ship Launch Play Through Movie
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Nail down workflows for game
Powerplays
Baking tech
Color grading
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Disney Ente
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People get pulled onto other projects
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People get pulled onto other projects
Ship date can move
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People get pulled onto other projects
Ship date can move (in or out, to hit fiscal year/quarter deadline, m
date changes, budget changes, etc.)
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People get pulled onto other projects
Ship date can move (in or out, to hit fiscal year/quarter deadline, m
date changes, budget changes, etc.)
Game cancelled
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People get pulled onto other projects
Ship date can move (in or out, to hit fiscal year/quarter deadline, m
date changes, budget changes, etc.)
Game cancelled Studio closed
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Researchers Perspective
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Great talks at I3D 2011
Chris Hecker, A Game Developers Wishlist foResearchers
Dan Baker, From Papers to Pixels: How resea
finds (or often doesnt) its way into Games
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Talk to game developers
Play games, go to GDC
Do a production internship
Release code
Use game assets
Think about (dont eliminate) artists
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Crazy vertex density
Single object Heavy
256k RTT
48 MB PRT*
Static
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Crazy vertex density
Really Heavy Only 147 MB!
4 hours to compress
Large signal, highsample rates
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Indirect lighting
Iteration time Enlighten
Brad and Kennys
talk thursday
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Really cool paper
Not great intuitionbehind parameters
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Intuitive parameters
Still based onMarschner
Disney Ente
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Several blind alleys
google: friends dont let friends implement PS Failure modes/conditions
Shadow volumes
High variance in performance
Cascaded techniques
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System on a chip dominant in mobile/tab
space, gaining momentum in laptops Are current graphics APIs suited?
Assume high latency between CPU/GPU
Should this be an evolutionary path?
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Programming to the memory hierarchy
Assume moderate bandwidth and high latenc Memory in same package, physically bon
Very wide busses, less distance -> less latenc
Wheel of re-incarnation?
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Tom Williams + Black Rock
Steve Marschner, Iman Sadeghi (images
Naty Hoffman, Rob Nelson, Dave Hart,
Ladislav Kavan, Aaron Lefohn (feedback
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Screen Space Classification for Efficient Deferred Shading, SIGGRAPH Talk 2010, H
Knight, Moore, Parrish and Ritchie
Light Scattering from Human Hair Fibers, SIGGRAPH 2003, Marschner, Wann Jense
Cammarano, Worley and Hanrahan
An Artist Friendly Hair Shading System, SIGGRAPH 2010, Sadeghi, Pritchett, Wann
and Tamstorf
Bi-Scale Radiance Transfer, SIGGRAPH 2003, Sloan, Liu, Shum and Snyder
All-Frequency Precomputed Radiance Transfer for Glossy Objects, EGSR 2004, Liu
Shum and Snyder
Modular Radiance Transfer, Cond. SIGGRAPH ASIA 2011, Bradford J. Loos, Lakulis
Kenny Mitchell, Derek Nowrouzezahrai, Wojciech Jarosz, Peter-Pike Sloan
Saturday, August 27, 2011