Deliverable 4.2
Total Page:16
File Type:pdf, Size:1020Kb
CR-PLAY “Capture-Reconstruct-Play: an innovative mixed pipeline for videogames development” Grant Agreement ICT-611089-CR-PLAY Start Date End Date 01/11/2013 31/10/2016 Deliverable 4.2 Functional specifications, system definition, development approach and architecture Functional specifications, system definition, CR-PLAY Project no. 661089 Deliverable 4.2 development approach and architecture Document Information Deliverable number: 4.2 Deliverable title: Functional specifications, system definition, development approach and architecture Deliverable due date: 31/05/2014 Actual date of delivery: 31/05/2014 Main author(s): Ivan Orvieto, Matteo Romagnoli (TL) Main contributor(s): George Drettakis, Jerome Esnault (INRIA), Jens Ackermann, Fabian Langguth, Michael Goesele (TUD), Corneliu Ilisescu, Gabriel Brostow (UCL) Version: 1.0 Versions Information Version Date Description of changes 0.1 02/04/2014 Structure and contributors 0.2 24/04/2014 First draft of state of the art of game development tools 0.3 08/05/2014 Update with requirements and first draft of architecture 0.4 12/05/2014 Capture, Reconstruction, IBR, VBR contributions 0.5 17/05/2014 Pre-final version produced and sent to partners for comments 1.0 28/05/2014 Final version Dissemination Level PU Public X PP Restricted to other programme participants (including the Commission Services) RE Restricted to a group specified by the consortium (including the Commission Services) CO Confidential, only for members of the consortium (including the Commission Services) Deliverable Nature R Report X P Prototype D Demonstrator O Other CR-PLAY Project Information The CR-PLAY project is funded by the European Commission, Directorate General for Communications Networks, Content and Technology, under the FP7-ICT programme. The CR-PLAY Consortium consists of: Participant Participant Organisation Name Participant Country Number Short Name Coordinator 1 Testaluna S.R.L. TL Italy Other Beneficiaries 2 Institut National de Recherche en Informatique et en INRIA France Automatique 2 Functional specifications, system definition, CR-PLAY Project no. 661089 Deliverable 4.2 development approach and architecture 3 University College London UCL UK 4 Technische Universitaet Darmstadt TUD Germany 5 Miniclip UK Limited MC UK 6 University of Patras UPAT Greece 7 Cursor Oy CUR Finland Summary This is the second deliverable from Work Package 4: “Design and Development (Requirements, Functional Specifications, and Prototypes)”. The leader of this work package is TL, with involvement of all other partners. The objective of this work package is focused on gathering end-user needs, forming these into functional specifications and creating the prototypes of the mixed pipeline for videogame development. This WP sets into practice the user-centred design approach adopted by CR-PLAY, ensuring that the technologies developed will result in tools that are effective and usable for professional and semi-professional use. This deliverable - “D4.2 Functional specifications, system definition, development approach and architecture” - describes the results of Task 4.2 “Functional specifications for a Mixed Pipeline” and acts as reference document towards the development activities performed (in particular) in WP4. D4.2 is meant to be a living document that will follow the evolution of the project in terms of updated requirements, advancements in research activities, new and unexpected possibilities, risks and related contingency actions. The structure of this deliverable is as follows: Section 1 presents user requirements (from D4.1) with a prioritization based on analysis of their relevance for the project, technical constraints and possibilities, and costs-benefits implications. Section 2 is dedicated to the analysis of the state-of-the-art game development tools, towards the identification of the best candidate to be adopted as base technology for CR-PLAY. The aim is to make the capture-reconstruct process fully compatible with the selected tool, and to integrate IBR and VBR technologies in it. Based on the above, Section 3 describes the architecture and functional specifications of the innovative mixed pipeline that will be developed in CR-PLAY, with specific sections dedicated to the main phases: Capture, Reconstruct, Play. Section 4 presents main risks and related contingency actions that are foreseeable at this stage of the project. They will be constantly updated as long as development activities progress during the project lifetime. Finally, Section 5 draws conclusions and describes next steps of development activities in WP4. 3 Functional specifications, system definition, CR-PLAY Project no. 661089 Deliverable 4.2 development approach and architecture Table of Contents Summary ...................................................................................................................................................... 3 Table of Contents ......................................................................................................................................... 4 Abbreviations and Acronyms ........................................................................................................................ 5 Introduction ................................................................................................................................................. 5 1. Requirements: analysis, categorization and prioritization ..................................................................... 5 2. Analysis of state-of-the-art game development tools ............................................................................ 9 2.1 Game development tools categorization ........................................................................................ 9 AAA tools .............................................................................................................................................. 9 All-in-one tools ................................................................................................................................... 12 Open Source tools ............................................................................................................................... 13 2.2 Analysis result: Unity 4 as preferred choice .................................................................................. 15 3. Mixed pipeline: architecture and functional specifications .................................................................. 17 3.1 General Architecture .................................................................................................................... 17 3.2 Capture ........................................................................................................................................ 18 General Description: ........................................................................................................................... 18 Specific Architecture: .......................................................................................................................... 19 3.3 Reconstruct .................................................................................................................................. 20 General description............................................................................................................................. 20 Architecture ........................................................................................................................................ 21 Regularization ..................................................................................................................................... 22 User intervention ................................................................................................................................ 22 Data .................................................................................................................................................... 22 Asset management/exchange ............................................................................................................. 23 Use cases ............................................................................................................................................ 24 Open issues ......................................................................................................................................... 24 3.4 (Edit and) Play .............................................................................................................................. 25 Image Based Rendering ....................................................................................................................... 25 Video Based Rendering ....................................................................................................................... 27 Edit&Play Workflow within the Game Development Tool ................................................................... 28 4. Risks and contingency actions ............................................................................................................. 32 5. Conclusions ......................................................................................................................................... 34 5.1 Plan for next period ...................................................................................................................... 34 References .................................................................................................................................................