intelligent lighting for a better gaming...
TRANSCRIPT
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Intelligent Lighting for a Better Gaming Experience
Magy Seif El-NasrAssistant Professor
Penn State University
Joseph Zupko, Penn State
Keith Miron, ICT
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Visual design/presentation
• Camera (Placement, Angle)
• Character (Placement, Orientation)
• Lighting
• Visual attention
• Visual tension
• Character relationship
• Depth
Affect the perceived
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How do designers design visuals?
Camera orientation
and position
Characters positions
and orientations
Mood
Dramatic intensity
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Problem: unpredictability
Camera orientation
and position
Characters positions
and orientations
Mood
Dramatic intensity
Need to redesign for every change
depend
on user}
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Current Techniques
Ambient Lighting design
Static lighting design
Dynamic lighting design
The next step – ELE:– dynamic lighting + intelligent control system
– general intelligent dynamic lighting + designer controls styles & design goals (lighting style sheet)
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Image from the Sims
Ambient Lighting
Gives you the feel of a toy like environment
But:
– Not realistic
– Flat
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Manually setting light layout
(light maps)
Advantages:
– realistic
– Controllable
Disadvantages:
– Don’t adapt to variations
in the environment
– Requires much memory
Static Lighting Design
Images from Lightmaps (static shadowmaps) article written by Kurt Miller from:
http://www.flipcode.com/articles/article_lightmaps.shtml
x =
Image from Max Payne
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Problems with Dynamic Lighting
Movie blade.avi
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Problems with current methods (a summary)
Static lighting
– Does not adapt to changes
– Requires much time and effort to construct
Dynamic lighting
– Needs more intelligent control
– Requires much time and effort to script
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ELE – Expressive Lighting Engine
Build a lighting system that:
Intelligently adjusts
lighting in real-time
accommodate context
and effect
Based on cinematic
theory
Allow artist to control
lighting at a high-level
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Lighting Design Goals
Ensure visibility
Conform to
practical sources
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Lighting Design Goals
Establish visual
attention
Establish depth
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Lighting Design Goals
Parallel dramatic
tension
Provide mood
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Conflicting Goals
Problem:
Angles
Colors
Depends on style, gameplay, and context
visibility mood
realism mood
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ELE (Expressive Lighting Engine)
The three subsystems: use optimization to find best solution given context, desired effects, state, and artists’ constraints
Game/Rendering
Engine
ELE
Allocation Subsystem
Angle Subsystem
Color Subsystem
Current
State
Previous
State
LAMP (Lighting Action
Message Protocol)
WAMP (World Action
Message Protocol)
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Automatic light allocation
find best allocation
depending on:
– Modeling
– Depth
– Visibility
– Visual Continuity
– Visual Focus
– Low vs. high key
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Lighting angle Selection
Select azimuth, elevation angles
Lighting designers specify goals:
– Visual Continuity
– Motivation of direction
– Visibility
– Modeling
– Mood
ELE finds best light angles to meet goals
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Choosing Colors
Color (Hue + saturation
+ intensity)
Compose colors for
different areas on the set
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Choosing Colors
Adjust colors to accommodate desired:
– Depth
– Dramatic Intensity
– Dramatic focus
– low vs. high key setting
– Specific author-suggested
Hue, Saturation, Lightness, color Warmth for
focus, non-focus, and background
Palette restrictions specifying style
+ maintain visual continuity and style
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Dynamic Intelligent Cinematic Lighting
can make a difference in games
Demos
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Demo (Dynamic Lighting)
Movie with ELE
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Demo (Static Lighting)
Movie without ELE
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Use of color in the Demo
Red means danger
Saturation is the level of danger
Green means health
Dynamically accommodating the interaction
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Conclusion
ELE:
– Intelligently adjusts lighting in real-time accommodate context and effect
– Based on cinematic theory
– Allow artist to control lighting at a high-level
–Takes the artist 10% in the way(lighting style sheet)