"SIGGRAPH 2015" "Witcher 3 Safari the Witcher 3:wild Hunt" Top open world game implementation TechnologyNishikawa Good company Japanese link http://www.4gamer.net/games/202/G020288/20150811091/ Academic Conference on computer graphics and interactive technology "SIGGRAPH", held in North America from August 9 to 13th. SIGGRAPH 2015, the Los Angeles Convention Center known for its E3 Siggraph has a convention that is held alternately in Los Angeles and outside the United States, in 2014 in Vancouver, Canada, and this year in Los Angeles. The venue was held "Electronic Entertainment Ex (E3)"The Los Angeles Convention Center. Although business activities have deepened over the years,Siggraph is also an academic conference. Therefore, the scale and the number of people are not E3 much, and there is no such as E3 coverage of the conference center of the huge advertising. The venue does not have a huge packaging advertisement, the appearance only "SIGGRAPH"the banner. As in previous years, there are a lot of Japanese game developers on the scene, just the first day, you see the square enix,sony computer Entertainment, SEGA Games,tri-ace,silicon Studio developers. And game-oriented development "Game Developers Conference"(GDC) compared to the relatively small number of news reporters, but by hearing from the surrounding Japanese, feel that the proportion of Japanese to the scene is not worse than GDC." SIGGRAPH 2015, there are also a lot of game graphics related to the Conference, the initial 9th number, thereTri-ace representative ofGotanda-Tian Zhi andSilicon Studio'sa commentary on optical-based post-processing effects in the Sichuan-Setouchi tree "real-time Rendering of physically Based Optical Effects in theory and practice"and Beyond that,"Uncharted 4:a thief ' s End "(Mystic Waters 4) and"The order:1886","Deus Ex:mankind divided","Rise of the Tomb raider"(Tomb Raider) and so on, and this year's game-related meetings are also very substantial, the author (Nishikawa) will be reported within the scope of coverage. Gotanda Tian Yi-Zhi andA joint speech by people like Chuan-seto-TreeAll the gigantic Wizards 3 (WITCHER3)one of the SIGGRAPH reports is a dramatic rise in the Japanese air RPG "Witcher 3 Wild Hunt (The Witcher 3:wild Hunt)"for the theme of the production of commentary. Name is "
killing Monsters:behind The Scenes of the Witcher 3:wild Hunt"The conference, which is explained by the graphic structure and configuration of the work"Building the world of the
Witcher 3:wild Hunt"and a detailed explanation of the graphics engine"
Rendering Features of the Witcher 3:wild Hunt"Two parts of the structure. The full report of the time spent too much, this report of non-game developers is also easy to understand the topic of more than a summary of the first half of the meeting. Responsible for the meetingYes, it is the responsibilityCD PROJEKT Red's technical art guideKrzysztof KrzyscinKnown as The Witcher 3 RPG, is the interior of the house outside the seamless integration of the open world as a stage, the game of the world exists, but also all in a dynamic movement, players can and these interactions, is the challenge to reproduce the "ultimate in the vivid game world" works. The selling point of The Witcher 3. More than 40 square kilometers of territory, indoor and outdoor seamless environment, more than 200 hours of game volume, quite a large world. 2011-Year Pre-launch "The Witcher 2:assassins of Kings"(for short, Wizards2), the total number of developers is 93, The Witcher 2 .is several times the 222 people, corresponding development scale personnel also expanded. Wizards 3 and Wizards 2 develop a total workforce comparison. The expansion of the game world has also expanded the scale of development. Also, the wizarding 2, the area of exploration is 1.2 square kilometers, The Witcher 3 is 48.1 square kilometers, the game world scale also expanded. Not only that, the total game time also expanded to more than 200 hours, as is literally said, to the series of the largest game growth.Krzyscin recalled that. The wizard 3 and The Witcher 2 size comparison, probably expanded 40 times times the graphics engine using a physical rendering based game platform becamePlayStation 4 (hereafter referred to as PS4) andafter Xbox One, the Wizarding 3 graphics engine was also revamped, using a physical rendering called the current generation standard configuration. Rendering engine, to delay rendering (Deferred Rendering), using a GPU-basedCompute shader for light source removal.tiled Base Deferred Rendering", translucent and other objects that require special handling, in addition to the use of forwardRendering. In other words, the other studios, with "Battlefield 4" and so onElectronic Arts's game, known as the Game Engine "Frost (Frostbite) "is also used in this way. Diffuse diffusion reflex uses aLambert model, specular specular reflection uses acook-torrance model, through the "Uber Shader" (Universal Shader) design, 1 Shader can represent a variety of materials, has become a modern configuration. Before the wizardThe number of shader in the 2 is 110, in the wizarding 3, although the actual increase in the picture, or limit to 29. Huang represents the shader number of Wizards 2, the red dot is the shader number of Wizards 3. Despite the increase in expressiveness, the number of shader has become 1/4 degrees. Also common in recent games, The Witcher 3 also uses the game's day-and-night performance. The key to the day-night change is light. In the wizarding 3, the omni-directional light source uses the environment cubemap "imaged Based LightingThe use of this environment cubemap, the artist manually to set the acquisition location to generate. The cubemap of specular specular reflection is 128x128 pixels, while the coarser diffuse diffuse reflection uses 16x16 pixels. The location of the environment CubeMap is manually set by the artist. About this cubemap, it is not static, but every 3 frames are regenerated structure, dynamic light source changes are also reflected in the environment cubemap. As a result, the specular specular effect on a metal material has a 3-frame delay, but it can still reflect the position of the dynamic light source near it. The environment CubeMap is updated every 3 frames to correspond to the dynamic changes of the scene. An example of a material coloring result that reduces roughness from top to bottom. Shoot the actual day and night variations of the demo animations that can be made reference
Day and night performance based on physical rendering in the wizarding 3 Shows the two-day presentation of the day and night performance, with the introduction of physical rendering, without the appearance of an unnatural shadow in any lighting condition.Krzyscin, for the development of the world game performance is indispensablea summary of the weather system is also described. This is the pre-production of sunny, cloudy, rainy and snowy weather template, and then by adjusting the wind and rain to make up the parameters of the intensity of the weather, can make a variety of weather changes in the structure.
An example of a weather system template in The Witcher 3Wind, in particular, became an important element of the climate system in the wizarding 3, where the intensity and direction of the wind affected the sway of the clothes and the waves of the water, the buoyancy of objects floating on the water, and the swaying of flowers and trees. In the present game, just shaking performance, will be very good by the image of the wind movement. Has the player noticed. Elements exposed to wind imagery have also been introduced into the wet after exposure to rain and water. Role, in the skeleton information [wetness] (Wet Status) is entered into the river, or when it is caught in the rainwet condition value will rise, from boiling water or rain, after a period of timethe structure of the wet condition value will be reduced. Look at this animation can also be easily understood. For waterOverview of the system of immersion performance
Wet performance of the role of the Water Immersion in Wizard 3
The color of the image is not easy to understand, by looking at the color of the performance, the role of the water into the part of the black, after the effluent will change back to the white state is good understanding. PerformanceThe shader of water immersion is reduced by physical rendering basedThe roughness of the wet part is improved specular the specular reflection effect, and the albedo (reflectivity) is reduced to black. As the clothes are waterwet, the surface of the material affected by the water will become smoother and more shiny, and the color will appear blackened. is to express it through this shader. So, despite the importance of the weather system, the weather system is inaccessible in buildings and in the middle of the cave, where climate is not affected. What is used here is a three-dimensional marker system called "Interior Volume." The wizarding 3, which is seamlessly connected inside and outside the house, must be set in a building that is not affected by the weather and the rain cannot be reached by the roofs and walls, and the whole building isInterior Volume. is set toInterior Volume field, it becomes the weather system can not affect, "the rain in the building" this phenomenon in some open world games, in the wizarding 3 will not happen. IntroducedInterior Volume of the configuration of the slide IntroductionInterior Volume of the configuration of the slide, on the left side of the slide of the building, like on the right slide to setInterior Volume to produce areas that cannot be affected by the weather system. For the rain and the flow of the performance of the program (procedural) of the post-processing effects of the use of methods are also described, according toKrzyscin said that it is from the depth of the completed scene information, the calculation of the scene pixel units of the discovery, corresponding to this tendency, to allocate rainfall performance of the shader. implementation of special post-treatment effects for rain performanceThrough this can be done, for example, (the surface of the body) is facing the sky (above the head) of the rain falls, apply the effect of ripple spread, (surface) sideways toward the sky, the use of rain downward flow effect. Object and character action is also, through the unit of the surface to apply the effect of rain.
The performance of the rain in the Wizarding 3 .
Moving objects change the angle of the rain hit face, you can see the situation of special effects change.
Wizard 3 's interactive system Krzyscin narrated that,The Witcher 3 made all the effort, not only the scenery, but also the interaction between the character and the environment. But despite all the efforts, it is still simple to achieve. For example, clothes that match the character movement, and the dynamic destruction of object objects, throughNvidia's "PhysX"To simulate dynamic builds in real time. Also, the movement of the object of a rigid body into the water, using a simple welfare simulation, vegetation and character collisions, the capsule-shaped simple collision judgment, the performance of the fall of vegetation. Elements for interacting with roles and environments
in the wizarding 3, the action of clothes and ornaments in conjunction with character movements
The movements of trinkets and props, throughPhysX Physical simulation to generate, female hair is the same, women's underwear posture is "kill Must Die"The interaction of object objects is the classical method of wave simulation by managing the plane field of 1024x1024 and using the basic collision of capsule shape. As a result, the characters and objects touch the waves caused by the water surface, which are basically concentric circles.Wave. It's not true, but because The Witcher 3 is not a game dominated by water games, it's enough. The interaction of object objects and water surface, using the Orthodox method,In the wizarding 3, the object's contact with the surface is manifested.
Objects that burst into the water have ripples in the shock wave. The shape of the shock wave is basically a simple capsule. The group system of characters and the behavior control of wild animals, the control function of animal group also realized. Because "it's too long to say" (Krzyscin-shi), this time only the group control system has been made a simple explanation. Group control system is used in the movement of birds and fish, the early calculation of avoidance of each other does not overlap conflicting behavior, in the game to give it a random number of elements, you can see the organic group activities. It's easy to understand the animation.
A group of birds that are moving through the swarm control system in the Wizarding 3 .
The topography of the wizarding 3 was finally illustrated by the techniques used in the topography and surface area. The topography of the wizarding 3 is generated by the bumpmaptexture to produce the structure of the concave-convex distribution, through the height Map, in close to the point of view, high-precision adaptive tessellation, generated a lot of polygon terrain. Terrain is based on the height map to build a texture Mapping for the terrain, using ax/y/z in 3 directions for planar mappingTri-planar mapping method, through this technology, in the complex and uneven terrain of the texture shown, will not produce abnormal deformation. Also, roads placed on the terrain are not program-generated, but are set up by artists. The road on the terrain is set by the artist.
Elemental decomposition of terrain representation in the wizarding 3Water surface, the first is to determine the place to do "become the water" setting, and the surface of the concave and convex wave performance, through the picture coordinate system tessellation to achieve. In short, the area near the point of view of the wave with more polygons, far away with less polygon representation of the structure. In addition, the surface of the water outside the field of view is removed, and is not drawn and simulated.the performance of the surface waves is alsousing tessellation, a wave polygon that is closer to the viewpoint is made to represent more structure. In addition, the wave simulation aspect, is realizes theJerry Tessendorf's paper "simulating Ocean SurfaceThe method advocated in the ". This approach, which was originally in the Islanding crisis (Crysis), and later in a variety of games, with the complex fluctuations of the coincidence, with fast Fourier transform (Fast Fourier Transform, FFT) characteristics in the frequency domain. original linkHttp://jerrytessendorf.blogspot.com/2011/10/simulating-ocean-surface-jerry.html The case of The Witcher 3,expressive objects adjacent wavesis handled by a grid of 512x512 points. The initial experiment was calculated through the CPU, the product version successfully through the GPGPU to reduce processing consumption, through and other processing of the overlay, successfully hidden the processing time,Krzyscin explained to. The simulation of the wave, using the standardJerry Tessendorf's method
the performance of the sea and waves in the wizarding 3
The wave performance of the sea surface, unlike ripple-based waves on the surface of the water, is generated by the fluctuation of the frequency of complex complexes. Also, for floating object objects, a basic buoyancy simulation occurs to generate behavior. The performance of the so-called open world can be said to be like making a "world simulator". Even if the limited space of dozens of square kilometres is not added to all elements, it is impossible to build a convincing world. This is because it is a very difficult performance theme. Because the construction of the complete world simulator is not realistic, "with what degree of quality to achieve whichsome elements"It's important, wizard. 3, in the implementation of a simple method in a variety of ways, while the realization of the realization of the full range of performance factors, through the human and material methods, to build an open world. Although an answer to the open world's performance through these can be obtained, but the previous debut of the alloy equipment 5 and Final Fantasy 15 and other Japanese-made open-world games, can achieve what degree of performance, but also very concerned about. In short, at home and abroad in the top game development, the pursuit of the open world will certainly continue to advance.
"SIGGRAPH 2015" "Witcher 3 Safari the Witcher 3:wild Hunt" Top of the game's implementation technology for the open world.