Felix H., Marius W., Pedro C. › media › projects › swpp-ws-14-15-d_s… · bt2(3 2t) 33 Felix...
Transcript of Felix H., Marius W., Pedro C. › media › projects › swpp-ws-14-15-d_s… · bt2(3 2t) 33 Felix...
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.