Precomputed Global Illumination in Frostbite
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Universidade Tecnológica Federal Do Paraná Campus Curitiba – Sede Central Departamento Acadêmico De Desenho Industrial Tecnologia Em Design Gráfico
UNIVERSIDADE TECNOLÓGICA FEDERAL DO PARANÁ CAMPUS CURITIBA – SEDE CENTRAL DEPARTAMENTO ACADÊMICO DE DESENHO INDUSTRIAL TECNOLOGIA EM DESIGN GRÁFICO ALEXANDRE DA SILVA SANTANA A ESTAÇÃO DE TREM DE CURITIBA EM MODELAGEM 3D: UMA FORMA DE RETRATAR A HISTÓRIA DO TREM TRABALHO DE CONCLUSÃO DE CURSO CURITIBA-PR 2017 ALEXANDRE DA SILVA SANTANA A ESTAÇÃO DE TREM DE CURITIBA EM MODELAGEM 3D: UMA FORMA DE RETRATAR A HISTÓRIA DO TREM Monografia apresentada ao Curso Superior de Tecnologia em Design Gráfico do Departamento Acadêmico de Desenho Industrial – DADIN – da Universidade Tecnológica Federal do Paraná – UTFPR, como requisito parcial para obtenção do título de Graduação em Tecnologia em Design Gráfico. Orientadora: Prof.ª MSc. Ana Cristina Munaro. CURITIBA-PR 2017 Ministério da Educação Universidade Tecnológica Federal do Paraná PR Câmpus Curitiba UNIVERSIDADE TECNOLÓGICA FEDERAL DO PARANÁ Diretoria de Graduação e Educação Profissional Departamento Acadêmico de Desenho Industrial TERMO DE APROVAÇÃO TRABALHO DE CONCLUSÃO DE CURSO 039 A ESTAÇÃO DE TREM DE CURITIBA EM MODELAGEM 3D: UMA FORMA DE REVIVER A HISTÓRIA DO TREM por Alexandre da Silva Santana – 1612557 Trabalho de Conclusão de Curso apresentado no dia 28 de novembro de 2017 como requisito parcial para a obtenção do título de TECNÓLOGO EM DESIGN GRÁFICO, do Curso Superior de Tecnologia em Design Gráfico, do Departamento Acadêmico de Desenho Industrial, da Universidade Tecnológica Federal do Paraná. O aluno foi arguido pela Banca Examinadora composta pelos professores abaixo, que após deliberação, consideraram o trabalho aprovado. Banca Examinadora: Prof. Alan Ricardo Witikoski (Dr.) Avaliador DADIN – UTFPR Prof. Francis Rodrigues da Silva (Esp.) Convidado DADIN – UTFPR Profa. Ana Cristina Munaro (MSc.) Orientadora DADIN – UTFPR Prof. -
Cloud-Based Visual Discovery in Astronomy: Big Data Exploration Using Game Engines and VR on EOSC
Novel EOSC services for Emerging Atmosphere, Underwater and Space Challenges 2020 October Cloud-Based Visual Discovery in Astronomy: Big Data Exploration using Game Engines and VR on EOSC Game engines are continuously evolving toolkits that assist in communicating with underlying frameworks and APIs for rendering, audio and interfacing. A game engine core functionality is its collection of libraries and user interface used to assist a developer in creating an artifact that can render and play sounds seamlessly, while handling collisions, updating physics, and processing AI and player inputs in a live and continuous looping mechanism. Game engines support scripting functionality through, e.g. C# in Unity [1] and Blueprints in Unreal, making them accessible to wide audiences of non-specialists. Some game companies modify engines for a game until they become bespoke, e.g. the creation of star citizen [3] which was being created using Amazon’s Lumebryard [4] until the game engine was modified enough for them to claim it as the bespoke “Star Engine”. On the opposite side of the spectrum, a game engine such as Frostbite [5] which specialised in dynamic destruction, bipedal first person animation and online multiplayer, was refactored into a versatile engine used for many different types of games [6]. Currently, there are over 100 game engines (see examples in Figure 1a). Game engines can be classified in a variety of ways, e.g. [7] outlines criteria based on requirements for knowledge of programming, reliance on popular web technologies, accessibility in terms of open source software and user customisation and deployment in professional settings. -
Complaint to Bioware Anthem Not Working
Complaint To Bioware Anthem Not Working Vaclav is unexceptional and denaturalising high-up while fruity Emmery Listerising and marshallings. Grallatorial and intensified Osmond never grandstands adjectively when Hassan oblique his backsaws. Andrew caucus her censuses downheartedly, she poind it wherever. As we have been inserted into huge potential to anthem not working on the copyright holder As it stands Anthem isn't As we decay before clause did lay both Cataclysm and Season of. Anthem developed by game studio BioWare is said should be permanent a. It not working for. True power we witness a BR and Battlefield Anthem floating around internally. Confirmed ANTHEM and receive the Complete Redesign in 2020. Anthem BioWare's beleaguered Destiny-like looter-shooter is getting. Play BioWare's new loot shooter Anthem but there's no problem the. Defense and claimed that no complaints regarding the crunch culture. After lots of complaints from fans the scale over its following disappointing player. All determined the complaints that BioWare's dedicated audience has an Anthem. 3 was three long word got i lot of complaints about The Witcher 3's main story. Halloween trailer for work at. Anthem 'we now PERMANENTLY break your PS4' as crash. Anthem has problems but loading is the biggest one. Post seems to work as they listen, bioware delivered every new content? Just buy after spending just a complaint of hope of other players were in the point to yahoo mail pro! 11 Anthem Problems How stitch Fix Them Gotta Be Mobile. The community has of several complaints about the state itself. -
An Overview of Modern Global Illumination
Scholarly Horizons: University of Minnesota, Morris Undergraduate Journal Volume 4 Issue 2 Article 1 July 2017 An Overview of Modern Global Illumination Skye A. Antinozzi University of Minnesota, Morris Follow this and additional works at: https://digitalcommons.morris.umn.edu/horizons Part of the Graphics and Human Computer Interfaces Commons Recommended Citation Antinozzi, Skye A. (2017) "An Overview of Modern Global Illumination," Scholarly Horizons: University of Minnesota, Morris Undergraduate Journal: Vol. 4 : Iss. 2 , Article 1. Available at: https://digitalcommons.morris.umn.edu/horizons/vol4/iss2/1 This Article is brought to you for free and open access by the Journals at University of Minnesota Morris Digital Well. It has been accepted for inclusion in Scholarly Horizons: University of Minnesota, Morris Undergraduate Journal by an authorized editor of University of Minnesota Morris Digital Well. For more information, please contact [email protected]. An Overview of Modern Global Illumination Cover Page Footnote This work is licensed under the Creative Commons Attribution- NonCommercial-ShareAlike 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/ 4.0/. UMM CSci Senior Seminar Conference, April 2017 Morris, MN. This article is available in Scholarly Horizons: University of Minnesota, Morris Undergraduate Journal: https://digitalcommons.morris.umn.edu/horizons/vol4/iss2/1 Antinozzi: An Overview of Modern Global Illumination An Overview of Modern Global Illumination Skye A. Antinozzi Division of Science and Mathematics University of Minnesota, Morris Morris, Minnesota, USA 56267 [email protected] ABSTRACT world that enable visual perception of our surrounding envi- Advancements in graphical hardware call for innovative solu- ronments. -
Terrain Rendering in Frostbite Using Procedural Shader Splatting
Chapter 5: Terrain Rendering in Frostbite Using Procedural Shader Splatting Chapter 5 Terrain Rendering in Frostbite Using Procedural Shader Splatting Johan Andersson 7 5.1 Introduction Many modern games take place in outdoor environments. While there has been much research into geometrical LOD solutions, the texturing and shading solutions used in real-time applications is usually quite basic and non-flexible, which often result in lack of detail either up close, in a distance, or at high angles. One of the more common approaches for terrain texturing is to combine low-resolution unique color maps (Figure 1) for low-frequency details with multiple tiled detail maps for high-frequency details that are blended in at certain distance to the camera. This gives artists good control over the lower frequencies as they can paint or generate the color maps however they want. For the detail mapping there are multiple methods that can be used. In Battlefield 2, a 256 m2 patch of the terrain could have up to six different tiling detail maps that were blended together using one or two three-component unique detail mask textures (Figure 4) that controlled the visibility of the individual detail maps. Artists would paint or generate the detail masks just as for the color map. Figure 1. Terrain color map from Battlefield 2 7 email: [email protected] 38 Advanced Real-Time Rendering in 3D Graphics and Games Course – SIGGRAPH 2007 Figure 2. Overhead view of Battlefield: Bad Company landscape Figure 3. Close up view of Battlefield: Bad Company landscape 39 Chapter 5: Terrain Rendering in Frostbite Using Procedural Shader Splatting There are a couple of potential problems with all these traditional terrain texturing and rendering methods going forward, that we wanted to try to solve or improve on when developing our Frostbite engine. -
Castle Game Engine Documentation
Castle Game Engine documentation Michalis Kamburelis Castle Game Engine documentation Michalis Kamburelis Copyright © 2006, 2007, 2008, 2009, 2010, 2011, 2012, 2013, 2014 Michalis Kamburelis You can redistribute and/or modify this document under the terms of the GNU General Public License [http://www.gnu.org/licenses/gpl.html] as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Table of Contents Goals ....................................................................................................................... vii 1. Overview of VRML ............................................................................................... 1 1.1. First example ............................................................................................... 1 1.2. Fields .......................................................................................................... 3 1.2.1. Field types ........................................................................................ 3 1.2.2. Placing fields within nodes ................................................................ 5 1.2.3. Examples .......................................................................................... 5 1.3. Children nodes ............................................................................................. 7 1.3.1. Group node examples ........................................................................ 7 1.3.2. The Transform node ....................................................................... -
Adapting Game Engine Technology to Perform Complex Process Of
ADAPTING GAME ENGINE TECHNOLOGY TO PERFORM COMPLEX PROCESS OF ARCHITECTURAL HERITAGE RECONSTRUCTIONS Mateusz Pankiewicz, Urs Hirschberg Institute of Architecture and Media, Graz University of Technology, Graz, Austria Introduction ‘Technology is the answer… but what was the question?’1 Cedric Price famously chose this provocative title for a lecture he gave in 1966, almost fifty years ago. His provocation remains valid to this day. It challenges us not only to critically assess the questions we expect technology to answer but also to explore whether a technology couldn’t also be applied to uses it was never intended for. It is in this spirit that this paper discusses and presents the possible integration and wider implementation of Game Engine Technology in the digital reconstruction of building processes in Architectural Heritage. While there are numerous examples of Game Engines being used to enable walk-throughs of architectural projects – built or un-built, including in Architectural Heritage – the focus of this project is not just the real-time visualization and immersive experience of a historically relevant building. Rather it demonstrates how the same technology can be used to document the entire development of a historically relevant ensemble of buildings through different stages of construction and adaptation over two centuries. Thus the project presented in this paper, which was developed as part of the primary author’s Master Thesis, uses Game Engine Technology in order to document and visualize change over time. Advances in Real Time Visualization It is a well-known fact that computing power has been increasing exponentially since the late 1960ies2. Each year the computer industry is surprising users with novel possibilities, opening exciting perspectives and new horizons. -
Global Illumination for Dynamic Voxel Worlds Using Surfels and Light Probes
Master of Science in Computer Science May 2020 Global Illumination for Dynamic Voxel Worlds using Surfels and Light Probes Dan Printzell Faculty of Computing, Blekinge Institute of Technology, 371 79 Karlskrona, Sweden This thesis is submitted to the Faculty of Computing at Blekinge Institute of Technology in partial ful- filment of the requirements for the degree of Master of Science in Computer Science. The thesis is equivalent to 20 weeks of full time studies. The authors declare that they are the sole authors of this thesis and that they have not used any sources other than those listed in the bibliography and identified as references. They further declare that they have not submitted this thesis at any other institution to obtain a degree. Contact Information: Author(s): Dan Printzell E-mail: [email protected] University advisor: Dr. Prashant Goswami Department of Computer Science Faculty of Computing Internet : www.bth.se Blekinge Institute of Technology Phone : +46 455 38 50 00 SE–371 79 Karlskrona, Sweden Fax : +46 455 38 50 57 Abstract Background. Getting realistic in 3D worlds has been a goal for the game industry since its creation. With the knowledge of how light works; computing a realistic looking image is possible. The problem is that it takes too much computational power for it to be able to render in real-time with an acceptable frame rate. In a paper Jendersie, Kuri and Grosch [8] and in a thesis by Kuri [9] they present a method of calculation light paths ahead-of- time, that will then be used at run-time to get realistic light. -
Global Illumination Compendium (PDF)
Global Illumination Compendium September 29, 2003 Philip Dutré [email protected] Computer Graphics, Department of Computer Science Katholieke Universiteit Leuven http://www.cs.kuleuven.ac.be/~phil/GI/ This collection of formulas and equations is supposed to be useful for anyone who is active in the field of global illu- mination in computer graphics. I started this document as a helpful tool to my own research, since I was growing tired of having to look up equations and formulas in various books and papers. As a consequence, many concepts which are ‘trivial’ to me are not in this Global Illumination Compendium, unless someone specifically asked for them. There- fore, any further input and suggestions for more useful content are strongly appreciated. If possible, adequate references are given to look up some of the equations in more detail, or to look up the deriva- tions. Also, an attempt has been made to mention the paper in which a particular idea or equation has been described first. However, over time, many ideas have become ‘common knowledge’ or have been modified to such extent that they no longer resemble the original formulation. In these cases, references are not given. As a rule of thumb, I include a reference if it really points to useful extra knowledge about the concept being described. In a document like this, there is always a fair chance of errors. Please report any errors, such that future versions have the correct equations and formulas. Thanks to the following people for providing me with suggestions and spotting errors: Neeharika Adabala, Martin Blais, Michael Chock, Chas Ehrlich, Piero Foscari, Neil Gatenby, Simon Green, Eric Haines, Paul Heckbert, Vladimir Koylazov, Vincent Ma, Ioannis (John) Pantazopoulos, Fabio Pellacini, Robert Porschka, Mahesh Ramasubramanian, Cyril Soler, Greg Ward, Steve Westin, Andrew Willmott. -
The Design and Evolution of the Uberbake Light Baking System
The design and evolution of the UberBake light baking system DARIO SEYB∗, Dartmouth College PETER-PIKE SLOAN∗, Activision Publishing ARI SILVENNOINEN, Activision Publishing MICHAŁ IWANICKI, Activision Publishing WOJCIECH JAROSZ, Dartmouth College no door light dynamic light set off final image door light only dynamic light set on Fig. 1. Our system allows for player-driven lighting changes at run-time. Above we show a scene where a door is opened during gameplay. The image on the left shows the final lighting produced by our system as seen in the game. In the middle, we show the scene without the methods described here(top).Our system enables us to efficiently precompute the associated lighting change (bottom). This functionality is built on top of a dynamic light setsystemwhich allows for levels with hundreds of lights who’s contribution to global illumination can be controlled individually at run-time (right). ©Activision Publishing, Inc. We describe the design and evolution of UberBake, a global illumination CCS Concepts: • Computing methodologies → Ray tracing; Graphics system developed by Activision, which supports limited lighting changes in systems and interfaces. response to certain player interactions. Instead of relying on a fully dynamic solution, we use a traditional static light baking pipeline and extend it with Additional Key Words and Phrases: global illumination, baked lighting, real a small set of features that allow us to dynamically update the precomputed time systems lighting at run-time with minimal performance and memory overhead. This ACM Reference Format: means that our system works on the complete set of target hardware, ranging Dario Seyb, Peter-Pike Sloan, Ari Silvennoinen, Michał Iwanicki, and Wo- from high-end PCs to previous generation gaming consoles, allowing the jciech Jarosz. -
Battlefield 3 Wages War with Groundbreaking Frostbite 2 Game Engine Technology
Battlefield 3 Wages War With Groundbreaking Frostbite 2 Game Engine Technology DICE Announces Massive Pre-order Incentive for Fall Blockbuster STOCKHOLM--(BUSINESS WIRE)-- DICE, an Electronic Arts Inc. studio (NASDAQ:ERTS), the makers of the multi-platinum Battlefield: Bad Company™ series today announced a massive pre-order incentive for Battlefield 3™, the long-awaited successor to the epic, internationally acclaimed 2005 game, Battlefield 2™. Battlefield 3 leaps ahead of its time with the power of Frostbite™, 2DICE's new cutting-edge game engine. This state-of-the- art technology is the foundation on which Battlefield 3 is built, delivering enhanced visual quality, a grand sense of scale, massive destruction, dynamic audio and character animation utilizing ANT technology from the latest EA SPORTS™ games. The experience doesn't stop with the engine — it just starts there. In single-player, multiplayer and co-op, Battlefield 3 is a near-future war game depicting international conflicts spanning land, sea and air. Players are dropped into the heart of the combat whether it occurs on dense city streets where they must fight in close quarters or in wide open rural locations that require long range tactics. "We are gearing up for a fight and we're here to win," said Karl Magnus Troedsson, General Manager, DICE. "Where other shooters are treading water Battlefield 3 innovates. Frostbite 2 is a game-changer for shooter fans. We call it a next-generation engine for current-generation platforms." In Battlefield 3, players step into the role of the elite U.S. Marines. As the first boots on the ground, players will experience heart-pounding missions across diverse locations including Paris, Tehran and New York. -
Comparison of Unity and Unreal Engine
Bachelor Project Czech Technical University in Prague Faculty of Electrical Engineering F3 Department of Computer Graphics and Interaction Comparison of Unity and Unreal Engine Antonín Šmíd Supervisor: doc. Ing. Jiří Bittner, Ph.D. Field of study: STM, Web and Multimedia May 2017 ii iv Acknowledgements Declaration I am grateful to Jiri Bittner, associate I hereby declare that I have completed professor, in the Department of Computer this thesis independently and that I have Graphics and Interaction. I am thankful listed all the literature and publications to him for sharing expertise, and sincere used. I have no objection to usage of guidance and encouragement extended to this work in compliance with the act §60 me. Zákon c. 121/2000Sb. (copyright law), and with the rights connected with the Copyright Act including the amendments to the act. In Prague, 25. May 2017 v Abstract Abstrakt Contemporary game engines are invalu- Současné herní engine jsou důležitými ná- able tools for game development. There stroji pro vývoj her. Na trhu je množ- are numerous engines available, each ství enginů a každý z nich vyniká v urči- of which excels in certain features. To tých vlastnostech. Abych srovnal výkon compare them I have developed a simple dvou z nich, vyvinul jsem jednoduchý ben- game engine benchmark using a scalable chmark za použití škálovatelné 3D reim- 3D reimplementation of the classical Pac- plementace klasické hry Pac-Man. Man game. Benchmark je navržený tak, aby The benchmark is designed to em- využil všechny důležité komponenty her- ploy all important game engine compo- ního enginu, jako je hledání cest, fyzika, nents such as path finding, physics, ani- animace, scriptování a různé zobrazovací mation, scripting, and various rendering funkce.