The Future Of Animation Is Games

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1 The Future Of Animation Is Games 王 銓 彰 Next Media Animation, Media Lab, Director

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4 The Graphics Hardware Revolution ( 繪 圖 硬 體 革 命 ) : GPU-based Graphics Hardware Multi-core (20 Cores +) Designed for Floating-point Computation ( 浮 點 運 算 ) With Vectorized Acceleration ( 向 量 加 速 運 算 ) Vertex/Pixel Processing in Parallel ( 平 行 運 算 ) Thin-weight Multi-threading (1024 threads +) Super Computing Power ( 超 級 電 腦 運 算 能 力 ) Much Much Faster Than CPU NVIDIA

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7 Programmable 3D Rendering Pipeline ( 可 程 式 3D 成 像 流 程 ) Real-time 3D Shader Programming (Shader 程 式 設 計 ) NVIDIA CUDA

8 In the Near Future, ( 未 來 ) Current Programmable Rendering Pipeline (DirectX 10) Vertex Shader Geometry Shader Rasterization Fragment Shader Pixel Processing Non-programmable! GPU (CUDA, CAL, OpenCL) Real-time Ray Tracing + Global Illumination!!!

9 High quality rendering in real-time is available : Per-pixel lighting Advanced materials Normal map (and more) Shadows Image-based lighting Global illumination (limited) Interactive Ray Tracing Pre-computed radiance transfer (PRT) Post-production effects HDR Motion blur Depth-of-field

10 High Quality Rendering in Real-time is Available :

11 High Dynamic Range Imaging g (HDRI) Copyright Valve software Used for educational purposes only.

12 More computing power supported by hardware General-purpose GPU (GPGPU) NVIDIA CUDA, OpenCL, AMD CAL Game Physics powered by hardware Intel + Havok NVIDIA PhysX Game AI solutions for animation Procedural animation Additive animation Motion blending ( 動 作 混 接 ) Group Steering Behaviors ( 群 體 運 動 )

13 遊 戲 產 業 推 動 這 項 發 展!!!

14 Can We Apply This To The Animation?. Can We Save The Production Time But Keep The Quality When Using This?. And How?

15 Next Media Animation

16 Next Media Animation Ltd. ( 壹 傳 媒 動 畫 ) 運 用 次 世 代 遊 戲 開 發 技 術, 製 作 新 聞 動 畫 現 有 超 過 160 位 員 工 News Animation Teams ( 新 聞 動 畫 團 隊 ) Project-based Animation Teams ( 專 案 動 畫 團 隊 ) Resource Center ( 資 材 中 心 ) Graphics Assets Database ( 圖 形 資 材 資 料 庫 ) Mocap Team (Motion Capture 動 作 團 隊 ) 1 Set of Optical Motion Capture Devices (Vicon) 2 Sets of Inertia-based Motion Capture Devices Media Lab ( 多 媒 體 實 驗 室 ) Platform & Tools Development ( 動 畫 工 具 開 發 ) Core Technologies Research ( 核 心 技 術 研 發 ) Light Stage Studio ( 籌 建 中 )

17 Video

18 Traditional 3D Animation Pipeline Visual Pre- Shot Development production Production Delivery Modeling Camera track Sketches Texture Paint Match Movie Animation Layout Animation Rendering Storyboarding Pre-lighting Animation Cleanup Tech Animation Lighting Composite Effects Rigging

19 Traditional 3D Animation Pipeline Visual Pre- Shot Development production Production Delivery Modeling Camera track Sketches Texture Paint Match Movie Animation Layout Animation Rendering Storyboarding Pre-lighting Animation Cleanup Tech Animation Lighting Composite Effects Rigging For 30-sec Animation :?? days?? hours?? hours

20 Traditional 3D Animation Pipeline in Our 1st Trial Visual Pre- Shot Development production Production Delivery Modeling Camera track Real-time 3D Sketches Texture Paint Match Movie Animation Layout Animation Rendering By Game Engine Animation Cleanup Storyboarding Pre-lighting Tech Animation Lighting Composite Effects Rigging For 30-sec Animation : 2~3 hours 1~2 hours 2 min hour

21 Our Current 3D Animation Pipeline Visual Pre- Shot Development production Production Delivery Sketches Storyboarding Models/Characters in Database Camera track Game AI Motion from MoCap Physics Enigne Lighting Effects Real-time 3D Rendering By Game Engine (Game Engine) Composite For 30-sec Animation : 20 min. 30 min. 2 min hour

22 Our Solution Next-generation Game Development Techniques Applied to Animation Production ( 次 世 代 遊 戲 開 發 技 術 ) In-house 3D Game Engine ( 自 製 遊 戲 引 擎 ) In-house 3D Animation Tools ( 自 製 動 畫 軟 體 ) High-performance Motion Capture ( 高 效 率 動 作 捕 捉 團 隊 ) Rich Graphics Asset Database ( 完 整 圖 形 資 材 資 料 庫 ) Efficient Production Workflow ( 有 效 率 動 畫 製 程 ) Built-in Research & Development Team ( 專 屬 研 發 部 門 )

23 Questions?

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