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Physics simulation R&D at Square Enix

Published:02 November 2015Publication History

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.

References

  1. 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 ScholarGoogle ScholarDigital LibraryDigital Library
  2. 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 ScholarGoogle Scholar
  3. Vaisse, A. 2015. Ubisoft Cloth Simulation: Performance Postmortem and Journey from C++ to Compute Shaders. In GDC'15.Google ScholarGoogle Scholar

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  1. Physics simulation R&D at Square Enix

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            • Published in

              cover image ACM Other conferences
              SA '15: SIGGRAPH Asia 2015 R&D in the Video Game Industry
              November 2015
              11 pages
              ISBN:9781450339346
              DOI:10.1145/2818419

              Copyright © 2015 Owner/Author

              Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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              Association for Computing Machinery

              New York, NY, United States

              Publication History

              • Published: 2 November 2015

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              Overall Acceptance Rate178of869submissions,20%
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