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Ag Ag

StarBall

Felix H., Marius W., Pedro C.

RWTH Aachen University

10. Marz 2015

1 Felix H., Marius W., Pedro C.

Ag

Game Concept

Ag

Ideas

Survival racing game

High speed gameplay

Surreal space aesthetic

2 Felix H., Marius W., Pedro C.

Ag

Game Concept

Ag

Ideas

Survival racing game

High speed gameplay

Surreal space aesthetic

3 Felix H., Marius W., Pedro C.

Ag

Game Concept

Ag

Ideas

Survival racing game

High speed gameplay

Surreal space aesthetic

4 Felix H., Marius W., Pedro C.

Ag

Game Concept

Ag

This translates into...

5 Felix H., Marius W., Pedro C.

Ag

Game Concept

Ag

Effects

High speed gameplay

Motion blur

Surreal space aesthetic

Glow

6 Felix H., Marius W., Pedro C.

Ag

Game Concept

Ag

Effects

High speed gameplay

Motion blur

Surreal space aesthetic

Glow

7 Felix H., Marius W., Pedro C.

Ag

Game Concept

Ag

Effects

High speed gameplay

Motion blur

Surreal space aesthetic

Glow

8 Felix H., Marius W., Pedro C.

Ag

Lighting

Ag

Rationale

We require the outputs of Several frames for our effects.

We want to handle multiple light sources.

Our solution: deferred lighting.

9 Felix H., Marius W., Pedro C.

Ag

Lighting

Ag

Rationale

We require the outputs of Several frames for our effects.

We want to handle multiple light sources.

Our solution: deferred lighting.

10 Felix H., Marius W., Pedro C.

Ag

Lighting

Ag

Rationale

We require the outputs of Several frames for our effects.

We want to handle multiple light sources.

Our solution: deferred lighting.

11 Felix H., Marius W., Pedro C.

Ag

Lighting

Ag

12 Felix H., Marius W., Pedro C.

Ag

Effects

Ag

Glow

Fundamental effect

Ensuring high-quality glow is a priority

Technique: Render glowing parts of frame to small target

Blur glow target, scale and add to frame

13 Felix H., Marius W., Pedro C.

Ag

Effects

Ag

Glow

Fundamental effect

Ensuring high-quality glow is a priority

Technique: Render glowing parts of frame to small target

Blur glow target, scale and add to frame

14 Felix H., Marius W., Pedro C.

Ag

Effects

Ag

Glow

Fundamental effect

Ensuring high-quality glow is a priority

Technique: Render glowing parts of frame to small target

Blur glow target, scale and add to frame

15 Felix H., Marius W., Pedro C.

Ag

Effects

Ag

Glow

Fundamental effect

Ensuring high-quality glow is a priority

Technique: Render glowing parts of frame to small target

Blur glow target, scale and add to frame

16 Felix H., Marius W., Pedro C.

Ag

Effects

Ag

Glow artifacts

17 Felix H., Marius W., Pedro C.

Ag

Effects

Ag

Resolution artifacts

Problem: Low resolution might cause moving discontinuities inglowing regions

Solution: Add previous frames to glow (effectively a slightmotion blur)

Doesn’t solve artifacts completely, but makes effect a lotsmoother

The blurring of the glow looks nice as you move :)

18 Felix H., Marius W., Pedro C.

Ag

Effects

Ag

Resolution artifacts

Problem: Low resolution might cause moving discontinuities inglowing regions

Solution: Add previous frames to glow (effectively a slightmotion blur)

Doesn’t solve artifacts completely, but makes effect a lotsmoother

The blurring of the glow looks nice as you move :)

19 Felix H., Marius W., Pedro C.

Ag

Effects

Ag

Resolution artifacts

Problem: Low resolution might cause moving discontinuities inglowing regions

Solution: Add previous frames to glow (effectively a slightmotion blur)

Doesn’t solve artifacts completely, but makes effect a lotsmoother

The blurring of the glow looks nice as you move :)

20 Felix H., Marius W., Pedro C.

Ag

Effects

Ag

Resolution artifacts

Problem: Low resolution might cause moving discontinuities inglowing regions

Solution: Add previous frames to glow (effectively a slightmotion blur)

Doesn’t solve artifacts completely, but makes effect a lotsmoother

The blurring of the glow looks nice as you move :)

21 Felix H., Marius W., Pedro C.

Ag

Effects

Ag

22 Felix H., Marius W., Pedro C.

Ag

Effects

Ag

Distance artifacts

Problem: Low resolution causes heavy artifacts in the distance

Solution: add black fog to glow

23 Felix H., Marius W., Pedro C.

Ag

Effects

Ag

Distance artifacts

Problem: Low resolution causes heavy artifacts in the distance

Solution: add black fog to glow

24 Felix H., Marius W., Pedro C.

Ag

Effects

Ag

25 Felix H., Marius W., Pedro C.

Ag

Effects

Ag

Motion Blur

Imparts sense of speed

Achieved by adding previous frames (with scaled colors) tocurrent frame

Effect intensity computed according to ball speed

26 Felix H., Marius W., Pedro C.

Ag

Effects

Ag

Motion Blur

Imparts sense of speed

Achieved by adding previous frames (with scaled colors) tocurrent frame

Effect intensity computed according to ball speed

27 Felix H., Marius W., Pedro C.

Ag

Effects

Ag

Motion Blur

Imparts sense of speed

Achieved by adding previous frames (with scaled colors) tocurrent frame

Effect intensity computed according to ball speed

28 Felix H., Marius W., Pedro C.

Ag

Effects

Ag

Motion Blur Calculation

After a frame is rendered, the previous frame is multiplied bya scale factor and added to it

If speed is below an amount bmin, the scale factor should be 0.

If speed is above an amount bmax , the scale factor should notincrease anymore.

The scale factor f is computed from current speed s asfollows:

t =s − bmin

bmax − bmin

f = kbt2(3 − 2t)

29 Felix H., Marius W., Pedro C.

Ag

Effects

Ag

Motion Blur Calculation

After a frame is rendered, the previous frame is multiplied bya scale factor and added to it

If speed is below an amount bmin, the scale factor should be 0.

If speed is above an amount bmax , the scale factor should notincrease anymore.

The scale factor f is computed from current speed s asfollows:

t =s − bmin

bmax − bmin

f = kbt2(3 − 2t)

30 Felix H., Marius W., Pedro C.

Ag

Effects

Ag

Motion Blur Calculation

After a frame is rendered, the previous frame is multiplied bya scale factor and added to it

If speed is below an amount bmin, the scale factor should be 0.

If speed is above an amount bmax , the scale factor should notincrease anymore.

The scale factor f is computed from current speed s asfollows:

t =s − bmin

bmax − bmin

f = kbt2(3 − 2t)

31 Felix H., Marius W., Pedro C.

Ag

Effects

Ag

Motion Blur Calculation

After a frame is rendered, the previous frame is multiplied bya scale factor and added to it

If speed is below an amount bmin, the scale factor should be 0.

If speed is above an amount bmax , the scale factor should notincrease anymore.

The scale factor f is computed from current speed s asfollows:

t =s − bmin

bmax − bmin

f = kbt2(3 − 2t)

32 Felix H., Marius W., Pedro C.

Ag

Effects

Ag

Motion Blur Calculation

After a frame is rendered, the previous frame is multiplied bya scale factor and added to it

If speed is below an amount bmin, the scale factor should be 0.

If speed is above an amount bmax , the scale factor should notincrease anymore.

The scale factor f is computed from current speed s asfollows:

t =s − bmin

bmax − bmin

f = kbt2(3 − 2t)

33 Felix H., Marius W., Pedro C.

Ag

Effects

Ag

Low speed High speed

34 Felix H., Marius W., Pedro C.

Ag

Physics

Ag

Physics engine

The physics library used is Bullet.

The physics engine runs a simulation based on objects

The track is imported directly from the mesh via a customloader

Game Objects

Player

Track

Eventboxes

35 Felix H., Marius W., Pedro C.

Ag

Physics

Ag

Physics engine

The physics library used is Bullet.

The physics engine runs a simulation based on objects

The track is imported directly from the mesh via a customloader

Game Objects

Player

Track

Eventboxes

36 Felix H., Marius W., Pedro C.

Ag

Physics

Ag

Physics engine

The physics library used is Bullet.

The physics engine runs a simulation based on objects

The track is imported directly from the mesh via a customloader

Game Objects

Player

Track

Eventboxes

37 Felix H., Marius W., Pedro C.

Ag

Physics

Ag

Physics engine

The physics library used is Bullet.

The physics engine runs a simulation based on objects

The track is imported directly from the mesh via a customloader

Game Objects

Player

Track

Eventboxes

38 Felix H., Marius W., Pedro C.

Ag

Physics

Ag

Physics engine

The physics library used is Bullet.

The physics engine runs a simulation based on objects

The track is imported directly from the mesh via a customloader

Game Objects

Player

Track

Eventboxes

39 Felix H., Marius W., Pedro C.

Ag

Physics

Ag

Physics engine

The physics library used is Bullet.

The physics engine runs a simulation based on objects

The track is imported directly from the mesh via a customloader

Game Objects

Player

Track

Eventboxes

40 Felix H., Marius W., Pedro C.

Ag

Physics

Ag

Physics engine interface

The main interface into the physics engine is the updatefunction.

Handles key events

Checks eventboxes

Steps physics simulation

Returns player state

41 Felix H., Marius W., Pedro C.

Ag

Physics

Ag

Physics engine interface

The main interface into the physics engine is the updatefunction.

Handles key events

Checks eventboxes

Steps physics simulation

Returns player state

42 Felix H., Marius W., Pedro C.

Ag

Physics

Ag

Physics engine interface

The main interface into the physics engine is the updatefunction.

Handles key events

Checks eventboxes

Steps physics simulation

Returns player state

43 Felix H., Marius W., Pedro C.

Ag

Physics

Ag

Physics engine interface

The main interface into the physics engine is the updatefunction.

Handles key events

Checks eventboxes

Steps physics simulation

Returns player state

44 Felix H., Marius W., Pedro C.

Ag

Physics

Ag

Physics engine interface

The main interface into the physics engine is the updatefunction.

Handles key events

Checks eventboxes

Steps physics simulation

Returns player state

45 Felix H., Marius W., Pedro C.

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