3.2.1.1 Deus Ex: Human Revolution

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3.2.1.1 Deus Ex: Human Revolution Prohlášení o autorství Prohlašuji, že tato práce je mým původním autorským dílem, které jsem vypracoval samostatně. Všechny zdroje, prameny a literaturu, které jsem při vypracování používal nebo z nich čerpal, v práci řádně cituji s uvedením úplného odkazu na příslušný zdroj. Vedoucí práce: Mgr. Jiří Chmelík, Ph.D. Poděkování Chtěl bych tímto způsobem poděkovat Mgr. Jiřímu Chmelíkovi, Ph.D. za to, že v dobách hledání, strádání a nejistoty nejen, že odhodlaně přijal pozici garanta této práce, ale hlavně plně projevil svou benevolenci a shovívavost týkající se mého přístupu v průběhu celého procesu. Dále bych chtěl poděkovat MgA. Heleně Lukášové v pozici konzultanta za její nadšení a optimismus, ale i za hlas, který mne neustále motivoval k tomu, abych všechny tyto a veškeré následující řádky doopravdy sepsal. První kapitolu bych jen těžko koncipoval nebýt serveru www.root.cz a jeho seriálu Historie vývoje počítačových her, který výtečně zdokumentoval nejdůležitější milníky herního průmyslu a nesmírně mi pomohl nastínit a představit vývoj vlasů u her sedmdeátých a osm- desátých let. V neposlední řadě bych chtěl poděkovat svým rodičům, svým relativně silným nervům a vlastně i všem svatým za to, že jsem se vůbec narodil, zvládl vyrůst po téměř všech stránkách s důstojností sobě vlastní a dokázal se relativně ve zdraví dožít tohoto vzácného okamžiku. Předběžné shrnutí Tato práce analyzuje historii a moderní principy tvorby a následného vykreslování vlasů a účesů v počítačových hrách a přináší další postup, který by mohl daný proces obohatit a s trochou štěstí a nadsázky udat určitý trend pro vývoj v nejbližších letech. Její hlavní část představuje a také vysvětluje přiložený kód a jeho funkci a pokusí se důvěryhodně nastínit, jak a proč je vytvořen právě tímto způsobem. Stejnými principy vysvětlí i přiložený materiál, který je použit při renderování vlasů. Klíčová slova model, modelování, vlasy, vousy, displacement, shader, Blender, 3D Obsah Úvod................................................................................................................................................ 5 Nastavení zrcadla......................................................................................................................... 5 Od pouhých slov k činům............................................................................................................ 6 Kapitola I: Evoluce (techniky vykreslování vlasů)..................................................................... 7 1.1 Historie................................................................................................................................. 7 1.1.1 Éra instalatérská............................................................................................................. 7 1.1.2 2D a zlatá devadesátá.................................................................................................... 9 1.1.3 3D hry druhého tisíciletí................................................................................................10 1.2 Současné techniky................................................................................................................11 1.2.1 Millenium...................................................................................................................... 11 1.2.2 Uncharted 2 vs. RPG..................................................................................................... 13 1.2.3 Alpha blend/test/to coverage......................................................................................... 14 1.2.4 NVIDIA HairWorks a přiblížení hair strands................................................................ 15 1.2.5 DirectX 12 a Tress FX 3.0/NVIDIA HairWorks........................................................... 16 Kapitola II: Revoluce (vlastní návrh a implementace).............................................................. 17 A pak přicházím já, celý v bílém................................................................................................. 17 2.1 Tvorba vlasů........................................................................................................................19 2.1.1 Pramínek vlasů.............................................................................................................. 19 2.1.2 HerrHair.........................................................................................................................22 2.1.2.1 Kód pro vousy......................................................................................................... 23 2.1.2.2 Komplementární kódy pro vlasy............................................................................. 24 2.2 Tvorba materiálu................................................................................................................28 2.2.1 Pestrobarevný svět.........................................................................................................28 2.2.2 Složení materiálu........................................................................................................... 29 2.2.2.1 Hard shader..............................................................................................................29 2.2.2.2 Soft shader............................................................................................................... 31 2.2.2.3 Kombinace...............................................................................................................32 Kapitola III: Konvoluce (kvalitativní/kvantitativní srovnání)..................................................34 Bez hranic....................................................................................................................................34 3.1 Kvantitativní srovnání....................................................................................................... 35 3.1.1 Základní přehled............................................................................................................35 3.2 Kvalitativní srovnání..........................................................................................................35 3.2.1 Top Ten.......................................................................................................................... 36 3.2.1.1 Deus Ex: Human Revolution...................................................................................37 3.2.1.2 The Last of Us......................................................................................................... 38 3.2.1.3 GTA V...................................................................................................................... 40 3.2.1.4 Ryse: Son of Rome.................................................................................................. 41 3.2.1.5 Série her Metal Gear................................................................................................42 3.2.1.6 Dragon Age: Inquisition.......................................................................................... 44 3.2.1.7 The Order: 1886.......................................................................................................45 3.2.1.8 Final Fantasy XV..................................................................................................... 46 3.2.1.9 Star Citizen.............................................................................................................. 47 3.2.2 Lehce subjektivní verdikt.............................................................................................. 48 Kapitola IV: Rezoluce (shrnutí závěrů).......................................................................................49 Závěr............................................................................................................................................ 49 Na začátku cesty.......................................................................................................................... 49 Nastavení zrcadla Vlasy. Bez nadsázky jedno z těch skutečně traumatizujících zel, které každý z nás zažil. Pokud bychom měli lidskou bytost rozebrat na základní vizualizační prvky, co získáme? Máme zde tělo, bráno jako základní strukturu, které má jisté své charakteristické a charakterizační prvky, díky kterým dokážeme určit mnoho důležitých informací. Jednou z hlavních je pohlaví, což se může zdát banální, nicméně z toho, co jsem slyšel, se obzvláště v Bangkoku tyto informace získané základ- ními pozorovacími schopnostmi spojenými s anatomickými znalostmi poměrně hodí. Dokážeme díky němu také odhadnout fyzické predispozice (Sheldonem nastavený ektomorfní, mezomorfní či endomorfní typ těla) [1] či s nimi spojené generalizačně pojaté psychické vlastnosti (jedinci trpící nadváhou jsou většinou psychicky vyrovnanější, veselejší a celkově mají vyhraněnější a kvalitnější smysl pro humor). Dále zde máme obličej a s ním spojenou mimiku, díky kterým vizuálně odhadujeme kvality, principy a charakter člověka. Na první pohled milá a velmi přijemně usmívající se stařenka s dˇolíčky ve tvářích v nás budí mnohem větší dojem klidu a míru než věčně se mračící babice pyšnící se ďolíčky po neštovicích a bradavicí na nose. Přitom prvotní odhad může být mylný, ze stařenky se může vyklubat psychicky narušený sociopat, zatímco z babice milá, na světelné paprsky náchylná, mžourající dáma po závažné nemoci. A pak zde máme vlasy. Přestože by se mnou někteří holiči a kadeřníci nemuseli souhlasit, vlasy nám o člověku nic moc nového či objektivního neřeknou. Vlasy mají z vizualizačního
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