ABSTRACT
In this talk, we share our R&D experiences in developing simulation systems for games. We have developed systems for cloth, hair, fur and grass simulations as well as their interactions with dynamically changing weather such as wind and rain. During R&D processes, we have encountered many interesting challenges. In recent years, there have been many simulation techniques with higher performance and better realism proposed in the CG community. However, we have found that directly integrating the techniques into games does not work with the unique requirements of games, e.g., artist-designed looks that defy physics and artistry controls of physics behaviors. Therefore, adaptations of the techniques are inevitable for each system. Moreover, differences between technical-minded people and artists are one of the biggest challenges in games development environments. In an ideal situation, R&D Engineers will implement many impressive features for a game engine, and then artists exercise their creativity and imagination to utilize the features and create interesting results. The reality, in fact, is that artists usually struggle with how to control the features. It does not matter how many parameters we provide for artists to control, but rather the way we let artists using the features largely influence the end results. This talk addresses the R&D processes of our simulation systems and what are the differences between R&D processes in academics and in games, and how we maximize the advantages of having creative professional artists in our team.
- Fan, Z., Li, H., Hillesland, K., and Sheng, B. 2015. Simulation and rendering for millions of grass blades. In Proceedings of the 19th Symposium on Interactive 3D Graphics and Games, 55--60. Google ScholarDigital Library
- Müller, M., Kim, T.-Y., and Chentanez, N. 2012. Fast simulation of inextensible hair and fur. In Workshop on Virtual Reality Interaction and Physical Simulation.Google Scholar
- Vaisse, A. 2015. Ubisoft Cloth Simulation: Performance Postmortem and Journey from C++ to Compute Shaders. In GDC'15.Google Scholar
Index Terms
- Physics simulation R&D at Square Enix
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