|
Over
27,000 game developers, film industry professionals, and scientists
attended SIGGRAPH 2004 at the Los Angeles Convention Center from
August 8th to the 12th, 2004, to discuss the latest developments
in 3D graphics. This SIGGRAPH's forecast for the future of game
development: radically more programmable graphics cards, smart and
flexible art tools, and real 3D displays.
Several
events ran simultaneously during the week at the conference, forming
tracks for all aspects of game development. For example, visual
art insiders reviewed new films and cut-scenes. Even those who didn't
understand the details could ogle the amazing effects. This year's
SIGGRAPH favorites include the Onimusha 3 cut-scene
with the ninja boss, shown theater size, and Pixar's new Boundin'
short with a Jackalope hero.
Artists
also checked out the Guerrilla Studio to experiment with the latest
tools for free, including motion capture and beefy workstations
loaded up with MAX and other modelers. For particularly abstract
creative types, there was even a CyberFashion
Show which displayed cyberpunk-esque fashions reminiscent of
Giger and The Matrix.
SIGGRAPH
and the Importance Of Graphical Research
With
games like Far Cry, Doom 3, Half-Life 2, and
S.T.A.L.K.E.R. hitting shelves this year, one might wonder
what is left to research in the graphical arena. Why should we track
seemingly theoretical graphics research in the games industry?
Well,
obviously, despite the visual success of today's games, there's
a lot of work left in computer graphics. Although real-time rendering
has made incredible strides, look at the content creation process
and the run-time animation in your current product. If your studio
is like most, creation aspects are mostly unchanged in the last
5-10 years. Artists tweak vertices around to create models, a time-consuming
way of translating their vision into data. Those models then appear
in the game mostly as pre-animated set pieces. But even with great
AI, characters look stupid when their dead eyes gaze into the distance
or they fail to shift their weight walking over rubble.
So,
with the lion's share of budget, schedule, and head count for new
games devoted to content creation, many are trying out ways to make
the art process easier, cheaper, and faster. We should also get
the most out of every asset by letting gamers interact with them
in new ways. Let's look at some of the new ideas from the research
community that will make this possible.
Mesh
Editing
Artists
create models by deforming basic shapes, and by piecing together
previous models and carefully fixing seams. It takes years to learn
to make the first model and days to create the hundredth. The process
is time-consuming because it forces the artist to work with vertices
and texture coordinates.
But
imagine an editor in which you instead start creating a rocking
chair model by searching a database for "chair" and a
3-stroke sketch that looks like a lower-case "h". The
search engine returns hundreds of chairs -- you select the back
of one, the legs of another, the seat from a third, and so on. The
editor then intelligently cuts the various parts from the original
models, normalizes the scale and merges them into a seamless new
mesh.
This
is the powerful new vision offered by the Modeling
by Example project. The current system can do all of the above
and is usable by both professional artists and amateurs (now "programmer
art" doesn't have to be so embarrassing!)
The
system described at SIGGRAPH has no notion of material properties
or texture, cannot yet work with animated models, and lacks the
traditional tools that will still be needed in this brave new world
for tweaking smaller areas. But even though search-based editing
isn't ready to appear in the next version of your favorite modeling
software, it is clearly a compelling alternative that should be
further developed. For in-house tools, the ideas of a smart 3D lasso
and smooth melding of adjacent shapes are appropriate now, and should
be on artists' wish lists.
Beyond
the Modeling by Example paper, the SIGGRAPH Proceedings contains
two other papers likely to be useful when implementing these ideas.
The energy-minimizing curves needed for the smart lasso idea are
further explored in Energy-Minimizing
Splines in Manifolds. Mesh
Editing With Poisson-Based Gradient Field Manipulation is an
alternative method for creating the water-tight seams.
Elsewhere
on the modeling front, NURBS are a popular modeling primitive for
creating curved surfaces from a set of 3D control points. They appear
in many modeling tools. Last year, Sederberg et al. introduced the
T-Spline
generalization of NURBS that can specify the same surfaces with
only a third as many control points. This year, T-Spline Simplification
and Local Refinement shows how to convert an existing NURBS model, thus eliminating many
control points, and how to locally refine T-splines so that artists
can selectively add detail without excessive control points and
without cracks in the model. Modeling programs and level editors
that incorporate these new T-splines should allow artists to create
the same models with less effort.
Textures
A
number of papers introduce tools for better accomplishing the texture
editing tasks for which PhotoShop's Magic Wand and Clone Brush are
typically employed. Interactive Digital Photo Montage seamlessly
stitches together multiple images using a few casual mouse strokes.
Lazy Snapping, GrabCut, and Poisson Matting use radically different
methods from one another to achieve the same results. In each case,
an object can be cleanly clipped from its background, including
fractional alpha values along the edge, by dragging a box and making
a handful of mouse strokes. Compared to the current process of carefully
selecting objects with the magnetic lasso and Magic Wand and then
manually cleaning edges, these new methods appear painless and make
image compositing fun again.
One
challenge for both modeling objects that are cut from blocks of
material, like statues and caves, and simulating breakable objects
in games, is that texture is only skin deep because it is painted
on the surface. 3D textures are now supported by graphics hardware
and can solve this problem. But how can artists create 3D textures?
For 2D textures, we take photographs of real materials and use functions
to simulate noisy patterns like spots and stripes. The new Volumetric
Illustration method simulates plausible texture for 3D cross-sections
given example photographs of real cross-sections. In one example
from the paper, the authors use a single photograph of a steak to
simulate internal texture throughout an animal, complete with fat
striations and different layers of muscle tissue. Stereological
Techniques for Solid Textures is an alternative method for materials
like rock that contain oddly sized and colored particles within
a substrate. This method takes a cross-section photograph, measures
the statistical shape and distribution of particles and then synthesizes
a 3D volume.
Animation
Four
papers describe new methods for realistic human motions for both
real-time and pre-computed animations relevant to games. Speaking
with Hands uses pre-processed speech snippets and animations
to synthesize new, synchronized animations and speech at run time.
They demonstrated Zoe from Electronic Arts' SSX 3 giving
animated feedback to the player based on their specific actions.
The result was believable and as natural as any 'hip and cool' teenage
snowboarder can be.
Elsewhere,
Synthesizing
Physically Realistic Human Motion in Low-Dimensional Behavior Specific
Spaces presents a new method for optimizing human motion as
an offline process. It's something you can imagine incorporated
into Character Studio for editing motion capture of a walk cycle
to realistically incorporate other motions like jumping and crouching.
Synthesizing
Animations of Human Manipulation Tasks is another interesting technique
for offline generation of canned animations. It combines AI with
animation to create whole animations of characters solving simple
physical tasks, like placing a large box in the trunk of a car.
The results look great for the simple cases shown in the paper.
The character balances her weight appropriately, avoids collisions,
and minimizes the energy needed for a task.
Poses
created with inverse kinematics, either in real-time or by an artist,
obey joint limits but look rather uncomfortable because they don't
understand the human body. Style-Based
Inverse Kinematics is a new approach to IK that uses a learned
model of human poses to produce poses that are likely, instead of
just physically possible. Once the data has been learned the method
executes in real-time and could be integrated directly into game
physics or offline animation packages. From a game programmer's
perspective, the drawback of learning-based algorithms is that they
are useless without the original data set. However, it would be
extremely helpful in implementing this method if the learned parameters
for a variety of human figures were made publicly available.
______________________________________________________
|