The Future Of Animation Is Games



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Transcription:

The Future Of Animation Is Games 王 銓 彰 Next Media Animation, Media Lab, Director cwang@1-apple.com.tw

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

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

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!!!

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

High Quality Rendering in Real-time is Available :

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

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 )

遊 戲 產 業 推 動 這 項 發 展!!!

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

Solutions @ Next Media Animation

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 )

Video

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

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

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 + 0.5 hour

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 + 0.5 hour

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 )

Questions?