Walk-Through Illustrations: Frame-Coherent Pen-and-Ink Style in a Game Engine - PowerPoint PPT Presentation

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Walk-Through Illustrations: Frame-Coherent Pen-and-Ink Style in a Game Engine

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Title: Walk-Through Illustrations: Frame-Coherent Pen-and-Ink Style in a Game Engine


1
Walk-Through IllustrationsFrame-Coherent
Pen-and-Ink Style in a Game Engine
  • Bert Greudenberg
  • Maic Masuch
  • Thomas Strothotte

2
It Looks All Crappy
  • Cartman Aw, screw it. It probably isn't all that
    good anyway.
  • Kyle Cartman! What are you talking about?! You
    LOVE Terrance and Phillip!
  • Cartman Yeah, but the animation's all crappy
    it probably can't sustain itself over ninety
    minutes.

3
Who wants crappy animation?
  • Tired of the gothic space dungeons?
  • Tired of realistic animation that fools you for
    five seconds?
  • You need a change
  • A non-photorealistic change!

4
3D Game Engines
  • 3D game engines have made huge advances
  • Engines primarily still focus on photorealistic
    images
  • Game images are technically non photorealistic

5
NPR Here to Stay
  • Research has turned to NPR of still images
  • Great advances in Toon, Painterly, and Pen Ink
    (i.e. South Park)
  • However, animating NPR or real-time rendering 2
    problems occur.

6
Whats the Problem?
  • Maintenance of frame-to-frame coherence
  • Hidden Surface Removal
  • Objects appear and disappear correctly
  • Ability of a 3D engine to render NP images in
    real time

7
Solution!
  • Create an engine that facilitates a hybrid
    rendering pipeline
  • Allows specification of the rendering style on a
    per object basis
  • More to follow

8
Computer Games and NPR
  • No games achieves true photorealism
  • Rendering style can be called photorealistic
  • Shapes, spatial relationships, surface details

9
NPR Video Games
  • Very few games incorporate NPR elements
  • Examples
  • Cartoon Rendering
  • Pen Ink
  • Broken Arrow

10
Cartoon Rendering
  • Shading Model in 2D cartoon
  • Games only use 2D data.
  • Visually appealing, but not that interactive
  • Monkey Island III
  • Broken Sword

11
Monkey Island III
12
Pen and Ink Rendering
  • NPRQuake by Gleicher
  • Intercepts the calls to graphics libraries
  • Replaces them with different drawing primitives
  • Uses core GLQuake engine and maintains gameplay

13
NPRQuake Sketch
14
NPRQuake Blue-Print
15
NPRQuake Brush-Stroke
16
Problems with NPRQuake
  • Achieves non-photorealistic look
  • Style elements do not preserve frame coherence
  • Outlines of objects vary from frame to frame
  • Results in lively but disturbing experience

17
How to Fix It?
  • Few systems deal with frame to frame coherence.
  • Many systems can create Pen Ink illustrations
  • But, probability is used to model the line
    deviations of hand drawings
  • Not suitable for real time rendering in animations

18
Non-Photorealistic Visualization In Game Engine
  • NP imaging allows the user to simplify an image
    by omitting details to control the viewers
    attention
  • Emphasize, Deemphasize certain elements of a
    scene
  • Aim for pen-and-ink illustrations
  • Silhouettes and creases are clearly drawn
  • Surface detail added through hatching

19
Hybrid Rendering Pipeline
  • Able to specify rendering style of each object
  • Gain additional freedom in expression for the
    visualization
  • Photorealistic Images use normal texture
    mapping and shading
  • NP Images consist of modified shading, an
    outline, and NP textures (ink maps or hatch maps)
  • Hybrid combine photorealistic rendering and NP
    drawing styles

20
NP Elements in 3D Game Engine
  • Properties of 3D game engine
  • Provide player with highly immersive experience
  • Enhace speed, realism, and image quality
  • Preprocess as much data as possible
  • Let hardware handle most of the per-frame load
  • Mip-Mapping, anti-aliasing

21
NP Elements in 3D Game Engine
  • Non-Photorealism uses image space elements
  • Pixels generated on the screen are not a strict
    projection of the 3D scene objects
  • A triangle outline rendered as lines has a
    constant width independent of the actual distance
    of the triangle to the viewer

22
Outlining
  • Silhouettes
  • Drawn to enhance the visual separation of objects
    from each other and background
  • Silhouette edges need to be determined every
    frame
  • Non-Convex edges are never drawn (second)
  • Sharp Edges are always drawn (third)
  • Only smooth convex edges are drawn (fourth)
  • Result with hidden lines removed

23
Hatching
  • Textures are supposed to become smaller with
    increasing distance
  • Hatching
  • shade by drawing or etching fine parallel or
    perpendicular lines
  • Pen Ink hatching textures cause serious moiree
    patterns
  • In motion this produces even worse artifacts than
    still images
  • Prevents frame coherence

24
How to Fix This?
  • Common antidote
  • Mip-mapping
  • Unfortunately, normal filtering process applied
    to large white areas and thin black lines of
    hatching texture cause lines to vanish
  • Visible structure is lost

25
Hatch Maps
  • Normal mip-mapping
  • Lines are black and well separated at the top
    level
  • Become lighter and closer at lower levels
  • Hatch Map
  • Equally space black hatch lines for all mip-map
    levels
  • Only very lowest levels are gray values used to
    maintain tone

26
Hatch Maps
  • Unfortunately, all over tone is not continuous
  • Abrupt switch between hatch-map levels
  • Use Tri-linear Filtering

27
Ink Maps
  • Hatching is a mechanical process
  • Hybrid Pipeline
  • Photorealistic Mip-Mapping
  • Non-Photorealistic Ink Map
  • Adding details to surfaces is artistically
    challenging
  • Construct ink maps
  • Smooth animation achieved with carefully crafted
    ink maps
  • Frame Coherence is maintained using tri-linear
    filtering

28
What They Achieved
  • Part of a medieval palace created for the UNREAL
    engine

29
What they Achieved
30
Specifications
  • 3D engine runs on
  • 750 MHz CPU
  • GeForce2 ultra graphics card
  • Even on unoptimized models, engine runs at
    interactive speeds, i.e. 25 fps

31
And Now.Zelda!!!
  • The Legend of Zelda The Wind Wakers
  • Right now, this is the pinnacle of NPR in game
    engines.
  • First game to max out hardware of Nintendo
    Gamecube
  • Combines great use of interactive 3D and NPR

32
Screenshots
33
More
34
Zelda Video!!
  • Thank You
  • Any Questions?
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