November 2 is held at the Bingku County Kobe Convention Center in Japan.SIGGRAPH ASIA"On the first day, in the game development Specialized seminar"R&D in the Video Game industry"on, unfold."FINAL Fantasy XV"Interpretation of the physical simulations of the conference"Physics Simulation R&D at SQUARE Enix".
Krowansi Good Division
http://www.4gamer.net/games/075/G007535/20151104067/
Witawat Rungjiratananon (SQUARE Enix Animation development engineer) in charge of the presentation
Rungjiratananon, the 2nd Business Division of Squar Enix from the University of Tokyo, is now the SE's self-developed game engine .Luminous the design and development of physical simulations for studio and FFXV. Rungjiratananon is specialized in physical simulation and animation technology at the University of Tokyo, and even with the same themes, there are many unique and different parts of academia and the gaming industry. So this speech, the feeling is also joined from the academic circle into the game industry sentiment, at the same time, introduced FFXV development projects carried in the technology, with a unique structure to unfold.
The difference between academic and game industry research culture First,Rungjiratananon is starting from the different aspects of the "research and development approach" of academia and the game industry.
academia, is the choice to study and solve the topic, the "motive-driven" world in which the results of the study were reduced to publication.
Academia, is a goal-driven to carry out research and development
on the other hand, the game industry, the development of the team is to do the performance as the theme, in order to achieve a reference to the existing paper while developing new technology, is in the game and game engine to join the "results-driven" world. Although there are also papers published in the research of the game industry, the publication of papers is not an end in itself and is ultimately intended to be achieved in the game.
In the game industry, research and development are driven by results.
Rungjiratananon, as one of the unique research and development features of the game industry, is "the existence of art designers".
The game industry is that no matter how good technology is developed, it is necessary to have an artist to produce the results, if the engine team open the new technology, the artist is not easy to use, the results can not be reflected in the game. Therefore, in order to be able to use the new technology developed also need to configure the user-friendly UI, in order to meet the requirements of the artist's efforts.
Development of new technology, to be used by the artist to take effect
In addition, the physical is not correct also can, can show the content that wants to express is "justice" this point, also is different with the academic community part.
Game words, in order to be able to see the effect of adding deception or fraud is also allowed, and must be physically correct in the field of academic research to think than, is very big difference,
The problem of strict resource constraints,It also exists in game technology. Games that require real-time running development techniques, CPU and GPU calculation resources, and cannot be fully available to this technology to use. Ai and graphics, and other features to share computing resources. In summary, the new technology that you develop must be used when moving with other game elements that use computing resources.
The game industry's "new technology development" does not require physics to be correct, but to be persuasive and look good enough.
In this way, the development of new technologies in the gaming industry must be addressed in a variety of constraints.
Fabric simulation and hair simulation of FFXVthe next topic is,The physical simulations imported in FFXV, first,Rungjiratananon "fabric simulation" in FFXV(Cloth Simulation) is described.
Fabric simulation, based on vertex or skeleton, FFXV selected the latter
The approach to fabric simulation is to create a low-poly version of the object's cloth model (for example, clothes), which is modeled on the vertex units. But in the FFXV, in order to put the role of the Games trifling cloth, at the expense of some of the physical right at the same time, can be in accordance with the idea of the artist to exercise, the use of the fabric to add the skeleton of the "bone-based Simulation" method.
The rationale for using this approach,Rungjiratananon explains that "SQUARE Enix artists are more accustomed to configuring bones in 3D models."
The artist wants the elements of the movement, and must be prepared in advance.
Actual FFXV, the physical simulation of the real results, through the artist to perform as the dominant to do fake, to achieve the balance of movement performance, imported like "0.0: Soft", "1.0 hard" such as the control of the skeletal movement of the regularization parameters. In addition, we have added a method of synthesizing the prepared hand-crafted animations with the results of skeletal-based physical simulations.
The structure of the simulation results, which were manually modified by the artist to achieve a balanced performance, was also introduced
Hair simulation is also the introduction of a structure that easily reflects the artist's performance intentions
About hair simulation, to achieve the hair with the wind fluttering, fierce fighting action in the swing, so soft hair movement. In addition, because of the "role-specific image" of the beautiful hairstyle can not be destroyed by the "maintenance of hair" requirements, and the same as the cloth simulation, to achieve through the skeleton to simulate the movement of hair structure.
Hair is a physical simulation to achieve the real swing, the role of the hairstyle can not be broken. FFXV, also need to correspond to the artist manual adjustment requirements.
It also supports simulated hair movement and the maintenance of the hair style, and in the hair, the flexible control of "soft hairs" and "rigid hair binding conditions" are introduced to correspond
A flexible system that allows the hair to become soft or hard is achieved.
Using this system, when the character is close to static state, to maintain the hair style, hair becomes very hard, to beautiful exercise, hair style collapse, more susceptible to hair simulation control. In reality, hair is based on the load movement and wind, do not care about the hairstyle of the movement, and the game is to pay attention to the role of the image, the priority of beautiful hair movement and ignore the laws of physics is very reasonable.
According to the role of the situation, into the "maintenance of the hard hair" or "soft hair shaking" FFXV to achieve the performance of wind and vegetation ffxv, because it is open to the world as the stage of the game, "Wind" is also an important manifestation of the elements. In FFXV, the wave function with "image range", "3D direction" feature, enables the level designer to set the structure of the blower in any place in the game world.
FFXVXV, is not to be programmed (procedural) to achieve the performance of the wind as the goal
"Set wave function", it is difficult for the artist to make set data. Finally, the engine team developed a UI that could be drawn on the level editor for the artist to use.
Just setting wave functions makes it hard for the artist to work.
Develop a drawing UI to make the artist intuitively set upWind ParametersThe Structure
In this way, through the structure of the wind fluttering vegetation, the first look at the words are branches and stems, and the actual is on the plate-shaped polygon affixed with vegetation texture billboard.
How did billboard achieve the "fluttering with the wind" performance?Rungjiratananon, is the creation of the color of the shade to indicate "the curvature of the wind image" of the UI, through the visual to set up. Set the unit is the vertex unit, set the vertex color. Specifically, the dark vertices are set to be more susceptible to wind movement.
Also, when the billboard with the wind, you can set the upper limit of the telescopic. The wind to what intensity, vegetation will not stretch, set the control over-elongation structure.
The pattern polygon shows the billboard of the wind and the stretching control, which can also be set by drawing.
also, because the movement of the wind is too regular, it looks like a false, in the wave function through the wind of the strength and direction of the introduction of the increase in the noise structure, the use of "irregular texture" to give the winds of strength. For example, the "V-shaped distribution of texture" to give the broad grassland to the effect of hair. Can make the grassland in the V-shaped wind fluttering on the performance.
Adding Nosie to the wave function increases the irregularity of the blow, despite the fact that there are deficiencies.
In order to show the strength of three-dimensional wind, with a dense texture to set the strength. With this, you can use the volume shape given by the texture to let the vegetation drift with the wind.
Turn back, because the vegetation is used billboard to express, see the foliage is actually the shape of the polygon. Although the tilt of the flap, the shape of the polygon will tilt, but the shadow of the vegetation has not changed. In ffxv, the normal vector of rotating vegetation billboard is also added to the disturbance animation in the light of the wind-tilted vegetation billboard.
The complex changes in the shadow of the wind-blown vegetation are realized by the disturbance and rotation of the normals.
It is completely fake, because the normal direction is disturbed by the wind shaking, so that the light conditions of the vegetation billboard change every time, and the shadow changes accordingly. In the distance, the foliage is changing in a complex direction, which is a very good method.
What researchers see as "a fun place for the game industry"Rungjiratananon inat the end of the meeting, through the development of the Square Enix in Ffxv, summed up "the game industry Happy Place"
Rungjiratananon believes that the game industry is a happy place to develop in a variety of mixed environments, the latest masterpiece game, is a combination of physics and mathematics, AI and optics, and a variety of computer science, as the subject of research is very challenging
In addition, although the basic aspect still has the hard-liners science and technology, but through this kind of fake and trick, surpasses the reality "makes the very convincing imaginary world" this point, is also the game development has the charm.
In addition, "using high-grade character 3D model made by top artists, experimenting with various techniques is also very interesting", "the talents in each field, take out their respective fields of knowledge, work together with a content production process is also very interesting" and so on, very enthusiastic about the Square Enix the joy of working.
The structure of physics simulation in "FFXV" and the fun of the game industry