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Widescreen Test Pattern (16:9)
Aspect Ratio
Test
(Should appear
circular)
16x9
4x3
THE LONG ROAD TO
FILM / GAME CONVERGENCE
DISCLAIMER
I am going to make a lot of generalizations.
There are always exceptions.
ABOUT ME
Christopher Evans
• Technical Art Director
• Product Manger (CineBox)
BRIEF OUTLINE
Talk focuses on how film can
benefit from gaming technology.
BRIEF OUTLINE
 Conceptual and technological differences
 CONVERGENCE!
 Why the idea excites people, why it hasn’t happened
 Game tech applications in film
 Case studies
 CryENGINE Cinema Sandbox (CineBox)
 Issues that we have run into, solutions
THE
GAP
LINEAR
STATIC
2D
NON-LINEAR
DYNAMIC
3D
THE DETAILS
PRESENTATION
Single view, 2D images
Interactive view, 3D assets
TIME
Static, based on the current cut
Dynamic, based on player progression
THE DETAILS
IMAGE GENERATION
Not time dependent
Time dependent (‘interactive framerate’)
ANIMATION
Hand tailored to one specific view
Interactively blended from library, any view
THE DETAILS
PHYSICS
Static. Bake the hits, ignore the misses
Dynamic, based on physical attrs
LIGHTING / MATERIALS
Lit before render time, mats often for one env
Lit real-time, need to work in any env
THE DETAILS
AUDIO
To the cut
Generated by physical impacts and triggers
VFX / PARTICLES
As many attempts as you’d like. Bake. Record.
All live. Based on physics, physical materials
THE GAP IN UNDERSTANDING
Film is linear, static, 2D
Hand-crafted, directed, optimal
Games are non-linear, dynamic, 3D
Interactive, chaotic, user-controlled
Super-specialized for one thing
Super-specialized for one thing
General, but can handle anything
“REAL-TIME ALL THE TIME”
“REAL-TIME ALL THE TIME”
CAN BE PAINFUL!
Why are people excited about these
technologies converging? Who has tried?
© AWN, 2006
WHY IS THERE INTEREST?
 REALTIME creative iteration, brainstorming
 30-40% is ‘just finding your feet’
 Fast iteration = More time experimenting
 Everything realtime means realtime inter-
disiplinary collaboration
 Game engines visualize complexity well
 Game engines are world simulators
GAME TECH APPLICATIONS IN FILM
 Rendering
 Pre-vis, Post-vis, Pitch-vis
 Blocking / layout
 Lighting
 Virtual Production
 Performance capture
 Live collaboration
 Puppeting or ‘playing’ characters
 Utilization of same assets
THE
GAP
COMMON CONVERGENCE MYTHS
 Many games are created by the
same studios that do the films!
 Game assets are derived from
original film assets
 Game engines are used for film
previs
CASE STUDIES OF
GAME TECH USED IN FILM
PREVIOUS CASE STUDIES: THE ABYSS
PREVIOUS CASE STUDIES : THE ABYSS
PREVIOUS CASE STUDIES : THE ABYSS
 David A. Smith built ‘Deep Core’
in Colony Editor
 Team realized one wing of set
would not appear on camera
 Smith went on to create Virtus
Walkthrough
PREVIOUS CASE STUDIES: AI
PREVIOUS CASE STUDIES: AI
PREVIOUS CASE STUDIES : AI
 Modded engine to support
lenses
 Used for Rouge City location
scouting
 ILM went on to create virtual set
tracking/previs with Softimage
Realtime Viewer
OUR CASE STUDY:
CryENGINE CineBox
Video to keep interest
small team, big idea
ANOTHER DISCLAIMER:
We just left alpha!
ISSUES THAT WE HAD TO SOLVE
 Rendering
 Simple lights/shaders (one shading model)
SOLUTIONS: Approximated Area Lights
MENTAL RAY CINEBOX
SOLUTIONS: Improved Lighting MENTAL RAY
~40sec
SOLUTIONS: Improved Lighting CINEBOX
~24ms
ISSUES THAT WE HAD TO SOLVE
 Rendering
 Simple lights/shaders (one shading model)
 Area Lighting, Improved AO, SSS, physically accurate rendering,
multiple shading models (Ward anisotropic, Cook-Torrance specular, etc)
 All color and lighting calculations in linear space
 Support for custom IBLs (import/export)
CINEBOX
~28ms
Specialized for one thing
CINEBOX
~20ms
ISSUES THAT WE HAD TO SOLVE
 Rendering
 Simple lights/shaders (one shading model)
 Area Lighting, Improved AO, SSS, physically accurate rendering,
multiple shading models (Ward anisotropic, Cook-Torrance specular, etc)
 All color and rendering in linear space
 Support for custom IBLs (import/export)
 No support for standard rendering features
SOLUTIONS: Render Output Dialog
ISSUES THAT WE HAD TO SOLVE
 Rendering
 Simple lights/shaders (one shading model)
 Area Lighting, Improved AO, SSS, physically accurate rendering,
multiple shading models (Ward anisotropic, Cook-Torrance specular, etc)
 All color and rendering in linear space
 Support for custom IBLs (import/export)
 No support for standard rendering features
 Floating point render targets to channels in EXR
 Shot batching, rendering to system codecs
 Offscreen rendering, scene pre-roll
 In-viewport stereo
ISSUES THAT WE HAD TO SOLVE
 Cameras
 Game engines have no concept of ‘lenses’ or ‘filmback’
 Not an acurrate camera model
Stephen bokeh screen 3
CINEBOX
~30ms
ISSUES THAT WE HAD TO SOLVE
 Cameras
 Game engines have no concept of ‘lenses’ or ‘filmback’
 Not an accurate camera model
 Re-wrote camera model - filmback, shutter, aperture
 All attrs exposed to liveSync interface (Maya/Mocap sync)
 User editable tonemapper – OpenColorIO support
ISSUES THAT WE HAD TO SOLVE
 Characters / Animation
 Final anim comes from AI-pathfinding/state-
machine/blended clips/physics/etc
 No external data input (motion capture, DCC apps)
 Support for Vicon, Motion Analysis, Organic Motion,
PhaseSpace
 Display/record, piece together clips, shoot cameras on clips
 SDK / API
 [Vicon vid, 2009]
ISSUES THAT WE HAD TO SOLVE
 Characters / Animation
 No external data input (motion capture, DCC apps)
 Support for LiveSync to DCC apps (Maya)
 Characters, cameras, lights, etc…
 [liveSync Video]
ISSUES THAT WE HAD TO SOLVE
 Difficult to integrate into a pipeline
 Engines cannot handle mesh complexity and
displacement
 New formats are a pain, scene translation
SOLUTIONS: Catmull-Clark Subd
ISSUES THAT WE HAD TO SOLVE
 Difficult to integrate into a pipeline
 Engines cannot handle mesh complexity and
displacement
 32bit mesh support, Catmull-Clark subd [vid1, vid2]
 Displacement
 New formats are a pain, scene translation
 Alembic cache support [alembic_video]
SOLUTION: SUPPORT OPEN FORMATS
BIGGEST ISSUES REMAINING
 Pixel-Accurate Playback and Determinism
 Physics/AI/Particles/Sound
 CryENGINE is a dynamic world simulation
 Still not ideal to get complex things working (crowds,
etc)
 Playing nice with other devices
 HD SDI video, timecode, thin clients, cameras, etc..
INTERNAL PROJECTS:
[warface_trailer] [warface_making_of]
OUR VISION
 Paradigm shift in how linear content is made
 The power of games is REALTIME is ITERATION
 Live inter-departmental collaboration
 Physics/AI/Particles/Sound
 CryENGINE is a dynamic ‘multiplayer’ world simulation.
 Power experiment, mock up ideas fast
 Less risk
DO YOU BELIEVE?
Do you believe what we’re doing is important? Do you
want to be part of our team?
www.crytek.com
Or speak with me.
Want to be involved in the beta?
THANKS:
Interviews: David A Smith (The Colony), Wilson Tang (ILM/AI)
Code Monkeys
Stephen Clement
Serhat Eser Erdem
Vaclav Kyba
Minghao Pan
Xiaomao Wu
Support
Christopher Evans
Kirthy Iyer
Carl Jones
Leon Zeer
TEAM

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CineBox Presentation FMX 2011

  • 1. Widescreen Test Pattern (16:9) Aspect Ratio Test (Should appear circular) 16x9 4x3
  • 2. THE LONG ROAD TO FILM / GAME CONVERGENCE
  • 3. DISCLAIMER I am going to make a lot of generalizations. There are always exceptions.
  • 4. ABOUT ME Christopher Evans • Technical Art Director • Product Manger (CineBox)
  • 5. BRIEF OUTLINE Talk focuses on how film can benefit from gaming technology.
  • 6. BRIEF OUTLINE  Conceptual and technological differences  CONVERGENCE!  Why the idea excites people, why it hasn’t happened  Game tech applications in film  Case studies  CryENGINE Cinema Sandbox (CineBox)  Issues that we have run into, solutions
  • 9. THE DETAILS PRESENTATION Single view, 2D images Interactive view, 3D assets TIME Static, based on the current cut Dynamic, based on player progression
  • 10. THE DETAILS IMAGE GENERATION Not time dependent Time dependent (‘interactive framerate’) ANIMATION Hand tailored to one specific view Interactively blended from library, any view
  • 11. THE DETAILS PHYSICS Static. Bake the hits, ignore the misses Dynamic, based on physical attrs LIGHTING / MATERIALS Lit before render time, mats often for one env Lit real-time, need to work in any env
  • 12. THE DETAILS AUDIO To the cut Generated by physical impacts and triggers VFX / PARTICLES As many attempts as you’d like. Bake. Record. All live. Based on physics, physical materials
  • 13. THE GAP IN UNDERSTANDING Film is linear, static, 2D Hand-crafted, directed, optimal Games are non-linear, dynamic, 3D Interactive, chaotic, user-controlled
  • 15. Super-specialized for one thing General, but can handle anything
  • 17. “REAL-TIME ALL THE TIME” CAN BE PAINFUL!
  • 18. Why are people excited about these technologies converging? Who has tried? © AWN, 2006
  • 19. WHY IS THERE INTEREST?  REALTIME creative iteration, brainstorming  30-40% is ‘just finding your feet’  Fast iteration = More time experimenting  Everything realtime means realtime inter- disiplinary collaboration  Game engines visualize complexity well  Game engines are world simulators
  • 20. GAME TECH APPLICATIONS IN FILM  Rendering  Pre-vis, Post-vis, Pitch-vis  Blocking / layout  Lighting  Virtual Production  Performance capture  Live collaboration  Puppeting or ‘playing’ characters  Utilization of same assets
  • 22. COMMON CONVERGENCE MYTHS  Many games are created by the same studios that do the films!  Game assets are derived from original film assets  Game engines are used for film previs
  • 23. CASE STUDIES OF GAME TECH USED IN FILM
  • 25. PREVIOUS CASE STUDIES : THE ABYSS
  • 26. PREVIOUS CASE STUDIES : THE ABYSS  David A. Smith built ‘Deep Core’ in Colony Editor  Team realized one wing of set would not appear on camera  Smith went on to create Virtus Walkthrough
  • 29. PREVIOUS CASE STUDIES : AI  Modded engine to support lenses  Used for Rouge City location scouting  ILM went on to create virtual set tracking/previs with Softimage Realtime Viewer
  • 31. Video to keep interest
  • 34. ISSUES THAT WE HAD TO SOLVE  Rendering  Simple lights/shaders (one shading model)
  • 35. SOLUTIONS: Approximated Area Lights MENTAL RAY CINEBOX
  • 36. SOLUTIONS: Improved Lighting MENTAL RAY ~40sec
  • 38. ISSUES THAT WE HAD TO SOLVE  Rendering  Simple lights/shaders (one shading model)  Area Lighting, Improved AO, SSS, physically accurate rendering, multiple shading models (Ward anisotropic, Cook-Torrance specular, etc)  All color and lighting calculations in linear space  Support for custom IBLs (import/export)
  • 41.
  • 43. ISSUES THAT WE HAD TO SOLVE  Rendering  Simple lights/shaders (one shading model)  Area Lighting, Improved AO, SSS, physically accurate rendering, multiple shading models (Ward anisotropic, Cook-Torrance specular, etc)  All color and rendering in linear space  Support for custom IBLs (import/export)  No support for standard rendering features
  • 45. ISSUES THAT WE HAD TO SOLVE  Rendering  Simple lights/shaders (one shading model)  Area Lighting, Improved AO, SSS, physically accurate rendering, multiple shading models (Ward anisotropic, Cook-Torrance specular, etc)  All color and rendering in linear space  Support for custom IBLs (import/export)  No support for standard rendering features  Floating point render targets to channels in EXR  Shot batching, rendering to system codecs  Offscreen rendering, scene pre-roll  In-viewport stereo
  • 46. ISSUES THAT WE HAD TO SOLVE  Cameras  Game engines have no concept of ‘lenses’ or ‘filmback’  Not an acurrate camera model
  • 47.
  • 48.
  • 49.
  • 50. Stephen bokeh screen 3 CINEBOX ~30ms
  • 51. ISSUES THAT WE HAD TO SOLVE  Cameras  Game engines have no concept of ‘lenses’ or ‘filmback’  Not an accurate camera model  Re-wrote camera model - filmback, shutter, aperture  All attrs exposed to liveSync interface (Maya/Mocap sync)  User editable tonemapper – OpenColorIO support
  • 52. ISSUES THAT WE HAD TO SOLVE  Characters / Animation  Final anim comes from AI-pathfinding/state- machine/blended clips/physics/etc  No external data input (motion capture, DCC apps)  Support for Vicon, Motion Analysis, Organic Motion, PhaseSpace  Display/record, piece together clips, shoot cameras on clips  SDK / API  [Vicon vid, 2009]
  • 53. ISSUES THAT WE HAD TO SOLVE  Characters / Animation  No external data input (motion capture, DCC apps)  Support for LiveSync to DCC apps (Maya)  Characters, cameras, lights, etc…  [liveSync Video]
  • 54. ISSUES THAT WE HAD TO SOLVE  Difficult to integrate into a pipeline  Engines cannot handle mesh complexity and displacement  New formats are a pain, scene translation
  • 56. ISSUES THAT WE HAD TO SOLVE  Difficult to integrate into a pipeline  Engines cannot handle mesh complexity and displacement  32bit mesh support, Catmull-Clark subd [vid1, vid2]  Displacement  New formats are a pain, scene translation  Alembic cache support [alembic_video]
  • 58. BIGGEST ISSUES REMAINING  Pixel-Accurate Playback and Determinism  Physics/AI/Particles/Sound  CryENGINE is a dynamic world simulation  Still not ideal to get complex things working (crowds, etc)  Playing nice with other devices  HD SDI video, timecode, thin clients, cameras, etc..
  • 60. OUR VISION  Paradigm shift in how linear content is made  The power of games is REALTIME is ITERATION  Live inter-departmental collaboration  Physics/AI/Particles/Sound  CryENGINE is a dynamic ‘multiplayer’ world simulation.  Power experiment, mock up ideas fast  Less risk
  • 61. DO YOU BELIEVE? Do you believe what we’re doing is important? Do you want to be part of our team? www.crytek.com Or speak with me. Want to be involved in the beta?
  • 62. THANKS: Interviews: David A Smith (The Colony), Wilson Tang (ILM/AI) Code Monkeys Stephen Clement Serhat Eser Erdem Vaclav Kyba Minghao Pan Xiaomao Wu Support Christopher Evans Kirthy Iyer Carl Jones Leon Zeer TEAM

Hinweis der Redaktion

  1. I researched this, but I don’t know everything
  2. 7 years Crytek Define backlog, priorities ILM Avatar – I saw need for better templates
  3. How was the week? Has anyone seen anyone up here talking about using game engines? Seen game engines?
  4. Don’t have much time. Start with something scary TO: THE GAP
  5. THE GAP – between film and videogames I know this is very dramatic…
  6. Many people mention casually that they are thinking about using a game engine. – film isnt different every time you watch Film from 70s doesn’t change today TO: DETAILS
  7. Time – this is something I will come back to over and over
  8. Physics – crysis1, throw all props in water Prop collisions in database Car tire example
  9. I know I said film was linear, static, 2D – I like that, best possible scenario.. No one wants a tire in the face
  10. You can have the baddest ass looking game ever, but if it’s not running at an interactive framerate…
  11. Crytek background Real time all the time Who has seen demos of the CryENGINE editor? Crytek made it’s name with industry-leading interactive tools This is not even CryEngine3, this is a youtube video from 2007
  12. Explain the detail in Crysis1 physical world simulation. Can fail USK for this! TO: CONVERGENCE!!!!!
  13. This is the slide where I convince you this is important
  14. Sometimes %30 of the time I spent on shots was just figuring out how to make the scene ‘cool’ ==more time trying out ideas DP CAN LIGHT A SHOT COLLAB = don’t need to wait for a process or department, everyone can work together, iterate and brainstorm together
  15. RENDERING – at Crytek this is our legacy, people usually ignore all the things I mentioned and want a renderer… THIS IS ABOUT MORE THAN RENDERING Talk was not in virtual production track WHY ISNT IT HAPPENING? TO: THE GAP
  16. TO: CASE STUDIES AND MYTHS
  17. TO: CASE STUDIES
  18. So now I have talked about some of the past attempts, and I would like to talk about our software
  19. Not trying to sell you anything! HISTORY OF INNOVATION – WHAT YOU SEE IS WHAT YOU PLAY
  20. Not trying to sell you anything! HISTORY OF INNOVATION – WHAT YOU SEE IS WHAT YOU PLAY
  21. Not trying to sell you anything! Just trying to get people excites. If you’re in the beta and see a feature you don’t have yet: it’s coming.
  22. TO: AREA LIGHTS
  23. All bells n whistles off, ‘preview’ quality, only shadows and light, no other sampling
  24. All bells n whistles on NOT UNBIASED RENDERER
  25. All bells n whistles on
  26. More pretty pictures!
  27. Floating point render targets to channels in EXR Shot batching, rendering to system codecs Offscreen rendering, scene pre-roll In-viewport stereo
  28. Preroll cameras HISTORY OF STEREO C2 - FIRST MULTIPLAT S3D GAME ALL S3D ATTRS KEYABLE
  29. ONE THING TO GET RIGHT Re-wrote camera model - filmback, shutter, aperture All attrs exposed to liveSync interface (Maya/Mocap sync) User editable tonemapper – OpenColorIO support
  30. Re-wrote camera model - filmback, shutter, aperture All attrs exposed to liveSync interface (Maya/Mocap sync) User editable tonemapper – OpenColorIO support
  31. Re-wrote camera model - filmback, shutter, aperture All attrs exposed to liveSync interface (Maya/Mocap sync) User editable tonemapper – OpenColorIO support
  32. Re-wrote camera model - filmback, shutter, aperture All attrs exposed to liveSync interface (Maya/Mocap sync) User editable tonemapper – OpenColorIO support
  33. All attrs live on the cameras Can load film stocks
  34. Record and piece together mocap SHOOT CAMERAS on existing clips or FINAL CAMERA Camera able to be attached to diff spaces 14 year old system
  35. Record and piece together mocap SHOOT CAMERAS on existing clips or FINAL CAMERA Camera able to be attached to diff spaces 14 year old system
  36. PEOPLE DON’T WANT TO DEAL WITH ANOTHER PACKAGE
  37. RIGGING - CUSTOM DEFORMERS
  38. ALEMBIC isnt live