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GameTools

GameTools increases the realism and visual quality of computer games, VR, and graphical simulators, with new tools in the areas of visibility, geometry, illumination, and focus. Transfer of this technology to European companies is a project goal.

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GameTools

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  1. GameTools Advanced Tools for Developing Highly Realistic Computer Games

  2. GameTools Vision GameTools increases dramatically the realism and visual quality of computer games. GameTools - IST-2-004363

  3. Project Goals GameTools team has developed new tools in the areas of • Visibility • Geometry • Illumination • Focus • Visual quality & Realism of computer games, VR, graphical simulators etc. • Transfer of new technology to European companies GameTools - IST-2-004363

  4. Goals Visibility • High quality, automated visibility for dynamic scenes, exploiting modern computer graphics hardware • Rendering of larger, more impressive scenery without costly human pre-processing. GameTools - IST-2-004363

  5. Goals Geometry • Intelligent geometry complexity reduction • Unprecedented detail in the rendering of highly complex objects such as plants GameTools - IST-2-004363

  6. Goals Illumination • Real-time global illumination gives previously unseen visual quality in dynamic lightening. • Effects included: • Soft shadow / light effects • Dynamic light sources • Indirect illumination • Reflections • Real-time radiosity • High quality materials • Cloud rendering GameTools - IST-2-004363

  7. Technological Results - Visibility • We developed and tested exact analytic algorithm suitable for PVS (potential visible set) computation in 2.5D urban scenes. • We worked on an exact PVS (potential visible set) algorithm for arbitrary 3D scenes. • We designed a methodology which makes the theoretical concept practical for arbitrary, large, 3D scenes. Left: Snapshot of a city scene where online visibility is computed. Right: Visibility classification of the hierarchy nodes in the city scene. The orange nodes were found visible; all the other depicted nodes are invisible. GameTools - IST-2-004363

  8. Technological Results - Geometry • We developed a new Multiresolution model with connectivity information for general meshes, we call this model LODStrips. • We worked on a new Multiresolution model to represent plants and trees, we call this model LODTrees. • We created runtime modules ready to be used with existing game engines. Left: Buddha model represented using LODStrips into OGRE engine. Right: A forest represented by LODTrees objects. GameTools - IST-2-004363

  9. Technological Results - Illumination • We have developed an approximate ray tracing scheme to introduce localized reflections, refractions of environment maps, taking advantage of the geometry information stored in these maps. • We have implemented the core of a controllable GPU based depth shadow. We also developed an algorithm to compute real-time soft shadows. Left: Approximate ray-tracing and multiple refractions, rendered with 200 FPS on an NV6800GT. Reflected and refracted intensities have been computed by a physically plausible Fresnel reflection model. Right: Soft shadows rendered with shadow photon shooting on 100+ FPS GameTools - IST-2-004363

  10. Technological Results - Illumination Pre-computed global illumination module handles large static environments that are illuminated by dynamic light sources and rendered from a moving camera. The light paths responsible for indirect global illumination are partially pre-computed and stored in textures Comparison of classical local illumination (upper half of the left and middle images) and the global Illumination of the new method (lower part of the left and middle images and the right image of a cave). GameTools - IST-2-004363

  11. Technological Results - Illumination Participating media module computes volumetric effects, such as clouds, smoke, fire, etc. We consider not only realistic lighting, but also the inclusion of conventional 3D models inside the volume. 3D objects in dynamically animated and illuminated clouds (left and middle) and a physically accurate global illumination rendering of a cloud (right) at 40 FPS. GameTools - IST-2-004363

  12. GTP Special Interest Group The members of the Special Interest Group have the preliminary access to the GameTools project technology Company logos of 26 GTP SIG members GameTools - IST-2-004363

  13. Consortium Partners Academia Companies UdG DLE UJI Gedas/T-Systems VUT BUTE AIJU UPV Infowerk Unilim GameTools - IST-2-004363

  14. Consortium Partners • Academia • Universitat de Girona (UdG) (Coordinator) • Universitat Jaume I (UJI) • Universidad Politécnica de Valéncia (UPV) • Budapest University of Technology and Economics (BUTE) • Vienna University of Technology (VUT) • Université de Limoges (Unilim) • Companies • Digital Legends Entertainment (DLE) • Infowerk Softwareentwicklungs (Infowerk) • Gedas Iberia / T-Systems Iberia (Gedas) / (T-Systems) • Asociación de Investigación de la Industria del Juguete, Conexas y Afines (AIJU) GameTools - IST-2-004363

  15. Partner Roles • Universities: conducting R&D on visibility, geometry and illumination • Companies: demonstrators to proof the increase of realism and visual quality in commercial environments • AIJU: communication channel and dissemination activities GameTools - IST-2-004363

  16. Project Website Project Website available at: www.gametools.org GameTools - IST-2-004363

  17. Project Web Overview GameTools - IST-2-004363

  18. Project Data • Project start date: 1/9/04 • Project end date: 31/5/07 (33 months) • Expected eligible costs: 2,134,588 € • Max. EU Contribution: 1,649,862 € • EC contract number: FP6-004363 • Instrument: STREP • FP6 priority: 2, IST • S.O.: IST-2002-2.3.2.7, Cross-media content for leisure and entertainment GameTools - IST-2-004363

  19. Thank you! GameTools - IST-2-004363

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