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Mobile Games. Professor I-fan Shen Lab of High Performance Visualization/Simulation Dept of Computer Science Fudan University. Introduction :. Research History Background Some works on 2D mobile games 3D Mobile Game Engine Future work. Research history:Digital Shadow play.
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Mobile Games Professor I-fan Shen Lab of High Performance Visualization/Simulation Dept of Computer Science Fudan University
Introduction: • Research History • Background • Some works on 2D mobile games • 3D Mobile Game Engine • Future work
Research history:Digital Shadow play • Our lab produced a video-clip about the classic Chinese story-butterfly love • This video-clip has been shown on SIGGRAPH 2003
Research history:DunHuang Mural • In 2004,our lab produced a video-clip about DunHuang Mural. • This video-clip has been shown on SIGGRAPH 2004
Checkpoint • Research History • Background • Some works on 2D mobile games • 3D Mobile Game Engine • Future work
Background • Mobile devices are more and more powerful. • But until now, most mobile games are 2D or 2.5D on mobile devices. • In the near future, 3D mobile games will be popular. Now, let’s come back to our Mobile Games
Checkpoint • Research History • Background • Some works on 2D mobile games • 3D Mobile Game Engine • Future work
2D Mobile Games • Last year, we cooperated with Shanghai TrueColor Multimedia Co., Ltd. • The first commercial product is a RPG game named 《Chinese Cook God》.
Successful Case 1 • Chinese Cook God (Bird E868/898 platform) • Combination of RPG, evolution game, cartoons and Chinese cooking
Successful Case 2 • Golden Life Guard (Symbian60 platform)
Checkpoint • Research History • Background • Some works on 2D mobile games • 3D Mobile Game Engine • Future work
3D Mobile Game Engine • “WinCE-Based Mobile Graphics Pipeline”---a project funded by Microsoft Research Asia. • We have implemented a sub-set of rendering pipeline on mobile devices.
Main features of mobile devices • Most mobile CPUs doesn’t support floating point numbers. • Thus, we have to use fixed point numbers in stead of floating point numbers. • Most mobile CPUs’ work frequency are relatively low. • ROM’s capacity is limited.
OpenGL ES • We referred to and implemented our own graphics pipeline on mobile devices. • Flow Chart
Main Functions • Geometry Processing • Rasterization • Texture Compression (to be implemented) • Mipmap ( to be implemented ) • Pixel manipulation • Frame buffer operations/miscellaneous • Clear,read Pixels; • Alpha test; • Flush; • Get static stat • Results
Geometry Processing • vertex arrays: Points, Lines, Triangles • vertex lighting
Rasterization • Multi-sampling and anti-aliasing • Texturing • Environment mapping Average 4 samples per pixel But sample only 2 times per pixel
Texture Compression( to be implemented ) • • Texture compression (S3TC Algorithm) • For every 4*4 blocks of texels: • First: Two reference colors encoded in 16 bits; • Then: Another two colors are computed by linear • interpolation. • Thus: each texel in the block can then index • into these four colors and requires only two bits.
Mipmap( to be implemented ) Left: part of a mipmap pyramid with two levels shown. A texel in level n+1 is often computed as some average of four texels in level n. Right: If the four gray texels constitute the 2*2 neighborhood of the sample, our filtering technique (bilinear-average mipmapping) uses the average of those as a filtered value from level n+1.
Pixel manipulation • Fog • Alpha Blending vs Dolphin in a fog Normal dolphin
Terrain Wired Teapot with lighting Results • Now, let’s take a look at some pictures taken from a PDA using our own graphic-pipeline
Results • More results:
Website • Welcome to our website: www.scicomput.com
Checkpoint • Research History • Background • Some works on 2D mobile games • 3D Mobile Game Engine • Future work
Future Work • Fulfill the unimplemented functions • Performance Improvement • Mobile First Personal Shooting game engine • Including: scene management , collision detection , terrain generation and so on