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0 Real-time Graphics: Issues and Trends in Games Tobi Saulnier CEO, 1 st Playable Productions November 5, 2007 Computer Graphics, Fall 2007.

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Presentation on theme: "0 Real-time Graphics: Issues and Trends in Games Tobi Saulnier CEO, 1 st Playable Productions November 5, 2007 Computer Graphics, Fall 2007."— Presentation transcript:

1 0 Real-time Graphics: Issues and Trends in Games Tobi Saulnier CEO, 1 st Playable Productions November 5, 2007 Computer Graphics, Fall 2007

2 1 Graphics in Games Notable for Real-time graphics Actually, a blend of prerendered and real-time rendered Migration of graphics techniques as technology advances (from film world) Each game platform has a unique architecture, optimization techniques need to be tailored for each Genre enforces priorities for processing Game art and design production creates bottlenecks Lifespan of a game platform <5 years

3 2 Console Platform Transitions … 1999 2000 20012002200320042005 2006 2007 PS2 PSX (’94) XBox Gamecube N64 (’95) Dreamcast GameBoy Advance GBC (’98) Video Games technology introduction is driven by intense industry competition. N-Gage 2008 2009 2010 Dual Screen PlayStation Portable Xbox360, PS3, and Nintendo Revolution

4 3 Types of platform issues Embedded platforms – do more with fixed platform Optimize for specialized needs = differentiation General purpose platforms Phones, PC’s Graphics frameworks to isolate from low-level dependencies Every game platform has quirks and shortcomings, is only partially thought through, and decided well before most developers see the specs

5 4 Graphical Data Types Scene data Character data Special Effects data Lighting Weather effects Particle systems

6 5 Why Graphics Optimization? More graphics in the game … More AI More realism More multiplayer More characters

7 6 Nintendo DS Arm 7 and Arm 9 processors Tony Hawk DS versus Spiderman DS

8 7 Unreal III Engine (PC)

9 8 Trend in pipelines Fixed function pipelines Typical of GBA, DS, PSP, PS2 Programmable pipelines Pixel shaders Vertex shaders Shader languages Major transition for Xbox 360, PS3

10 9 Lighting Shadows Lighting Scene lighting Character lighting Resident evil – lighting tied into facial animation Doom – global illumination, shadow volumes

11 10 Doom XBox

12 11 Rendering Tris, polys Multipass, single pass techniques Prerendering versus real-time rendering choices Architectural impact – GPU, memory, bus

13 12 Unreal III Engine (PC)

14 13 Procedural graphics Problem = generation of enough content to utilize hardware capabilities Manual generation is harder Terrain generation Scene generation Spore – real-time generation Trees Returning to the same scene – pseudo- random sequences Game challenges – design mapping

15 14 Procedural Trees

16 15 Trends Fixed function to programmable Deferred rendering Progression of 3D onto handheld Multiprocessing/multipurpose Networked play Procedural texturing, geometry Lighting / cinematics

17 16 Takeaways Now is an exciting time in graphics for videogames On all platforms! The problems being faced require a new level of engineering discipline, a transfer of knowledge from non-realtime to realtime You need to bridge hardware and software to be competitive Not just games – Impact of innovation in other important areas


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