Font Size: a A A

High Reality Environment Implementation And Modularized Character Facial Animation System In Realtime Game

Posted on:2010-04-13Degree:MasterType:Thesis
Country:ChinaCandidate:H ZhangFull Text:PDF
GTID:2248360278962711Subject:Software engineering
Abstract/Summary:PDF Full Text Request
Depends on the new console game hardwares` debut, the strength of the hardwares have been greatly leveled up. Now we can do a lot what could never be done previously. In the same time, a lot of methods and pipeline from old production can not be fit to the new platform. The deep reason is, people are waiting for more amazing contents on such new and powerful platform. Players will not be satisfied with old style content to appear again, since those can only bring duplicated experiences not exciting pleasure. To achieve such great goal in tight schedule, we need brand new pipeline and technology to secure it.High reality environment implementation is not only simulating the real world in static vision. Because what make console games distinguished from movies are interactive elements. The real high quality game environments are controlled by interactivity. As to say, these high quality environments can change, and can be affected by the players` input in the same time. To produce highly interacted environments is one big topic for today`s game industry.The high reality environment system in this thesis can change the settings of environments in realtime. Using this system, we can make 24 hours light changes, sunshine/raining weather changes, even spring/summer/fall/winter switches. And all these realtime changes will be grouped with vegetation changes, terrain changes etc. While securing these functions, we need also prevent the hardware from overloaded. Because what we need are not some nice but static screenshots, what we are pursuing is highly playable games with fancy visual on current consoles.Traditional character facial animation costs pretty a lot of production time. This is because the tools are not so convenient, and came with some high technical jobs. To one project, the more technical experts it needs the easier appears the bottleneck. In this kind of condition, generally we will need to cut some features or drop the quality of the animations. No matter which way you choose, the final game quality will be affected in bad way.To solve the problem we met in the production, we need a new system which could provide good productivity and can be merged with a lot of new features. When this kind of highly modularized system is established, the efficiency will be greatly boosted, and it will also reduce the possibility of meeting the bottleneck caused by lacking of technical guys.New reasonable systems can make good use of hardware resources, human resources, creative content resources.
Keywords/Search Tags:Realtime Rendering, Console Game, Interactive Environment, Character Animation
PDF Full Text Request
Related items