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[访谈]全局照明(GI)游戏引擎“幻想引擎(Fantasy Engine)” 登陆PS3.

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 楼主| 发表于 2006-7-29 18:46  ·  北京 | 显示全部楼层 |阅读模式
独立游戏开发公司幻想实验室(Fantasy Lab Inc)开发的全局照明(GI)游戏引擎“幻想引擎(Fantasy Engine)” 登陆PS3。

首先简单介绍一下全局照明(Global Illumination)
全局照明(Global Illumination)是一种相对于局部照明(Local Illumination)的3D渲染技术,与局部照明只考虑光源对目标物体的改变,而不考虑该光源对其他对象的影响这一明显的局限性相比,全局照明画面中光线对于目标对象以外的影响将会被同时计算,因此这种渲染方式更加完善。

幻想引擎可以实现场景中所有物体表面的发光(热)、光线发射以及阴影效果。这意味着画面中的物体将比直接受光源照射的局部照明更加逼真,更能接近照片级的画面效果。此外,幻想引擎还支持游戏开发者更好地表现动画制作过程中复杂的几何变形过程,而与其他使用全局照明的图形引擎不同的是,幻想引擎的全局照明渲染是完全即时的,而以往这种类型的3D图形技术只有在拥有庞大资金预算的CG电影中才能出现(如《怪物史莱克》)。


左图为使用局部照明的效果,右边的是使用全局照明渲染技术的“幻想引擎”的效果,二者在逼真程度上有着明显的区别

下面是7月28日,ps3.land对Michael Bunnell的采访原文,只是随便翻译了部分和PS3相关的内容。

PS3Land: How long has Fantasy Lab been around?

Fantasy Lab was founded about a year ago.

PS3Land: How long has the Fantasy Engine been in the works?

The Fantasy Engine was begun when the company was founded a year ago.

PS3Land: What will the Fantasy Engine include? Anything new that has not been seen in any other game engine besides Global Illumination?

I think our combination of subdivision surfaces with displacement mapping is unique. It lets us render very complex geometry in a realistic way from any viewpoint. Computer graphics is about creating an illusion. If you see an object up close and it is obvious that it is rendered with normal-mapped polygons then you lose the illusion. Thereafter the viewer knows that the object is just some normal-mapped polygons and it no longer seems as real.

PS3Land: I hear you currently have a PS3 title in the works. Now I understand releasing details on the title are strict, but will it be PS3 exclusive or are there any details you are allowed to provide?(听说现在有PS3的游戏正在开发中,我理解公布游戏的细节是有严格规定的,但是你能透露这款游戏是否是PS3独占或者其他一些细节吗?)

Yes, we are working on a PS3 title, but we are not providing any more information other than it will have an “E” rating.(我们正在开发PS3游戏。但是我们不能透露更多信息。)

PS3Land: Global Illumination, what is it?

Global Illumination is a method of lighting geometry in computer graphics in which the light that reaches a surface is calculated using both direct light from light sources and indirect reflecting off other surfaces. The result is more realistic and natural looking images. Global illumination complex to compute since light can come from any surface in the virtual world, and any surface can occlude (block) light.

PS3Land: What makes Global Illumination any better than the shading techniques developers are using for todays games? Are there any noticable differences?

The most noticeable difference between global illumination renders and typical lighting techniques used for games is the diffuse inter-reflections. It allows for soft, natural-looking lighting that makes images look realistic and objects really “pop” no matter what materials are rendered.

As I see it there are three alternatives to global illumination.
One approach is to use point and directional lights only and ignore inter-reflections. The result is harsh, unnatural lighting as in the Doom 3 engine.

Another approach is to use lots of area lights. This is the approach taken by Pixar in many of there earlier films and Dreamworks in the movie Shrek. The results can look very good as long as the area lights are properly shadowed. However, it requires placing a lot of lights, and area lights take a lot more computation power to use than point lights, so this technique is not used for real-time applications. Dreamworks added a bounce of indirect lighting in Shrek 2 so they did not need to place so many lights. New films, like Monster House, are using full global illumination.

A third approach is environment lighting, using environment maps or spherical harmonic lighting. Environment lighting is a natural choice for real-time rendering since its predecessor, environment mapping, has been used for years to render shiny materials in real-time. However, diffuse materials need self-shadowing or they look flat and seem to glow in all the wrong places (like in the Jimmy Neutron TV show). Calculating the shadowing (and ideally, diffuse inter-reflections) requires basically the same amount of work as global illumination and is often computed using the same techniques. Therefore, environment lighting is typically only used for real-time applications if radiance transfer information is pre-computed, which is only practical for static scenes.

Another problem with environment lighting is that it is only correct at a single point. It takes a lot of environment maps rendered at different locations (or groups of spherical harmonic coefficients computed from different locations) to properly render objects in a complex scene or game level. Note that all the environment lighting information needs to be re-computed each frame for dynamic environments.

PS3Land: How will the PS3 be able to handle something like GI?(PS3将如何处理GI?)

We are well aware that conventional methods for computing global illumination can take hours for typical scenes, even on hardware as powerful as the PS3. However, our technique is extremely efficient and ideal for running on parallel computing hardware. The PS3 is plenty powerful enough to render complex scenes in real-time with global illumination using our technique.(我们很明白对典型场景用常规理论计算GI会花费很多时间,即使是在PS3这样强的硬件上,但是,我们的技术是高效率并且运行在并行计算硬件上非常理想.PS3有足够强的性能利用我们的技术即时演算结合GI的复杂场面)

PS3Land: Any personal comments about the Cell processor or RSX graphics Card?(你个人对CELL处理器和RSX有什么评价?)

I love the Cell processor. The SPUs are ideal for running our global illumination code, which can also run on the RSX. Having both Cell and RSX gives us a lot of power and flexibility.(我爱死CELL了!SPUs运行GI代码非常理想,代码也可以运行在RSX上。CELL+RSX组合给了我们更多的性能和灵活性)

PS3Land: Will Fantasy Lab license the Fantasy Engine or Global illumination technology to other game studios or perhaps Sony to use as a middleware program in their line up of dev tools?(Fantasy Lab会授权幻想引擎或GI技术给其他游戏工作室,或者sony在开发工具中使用中间件?)

We would love to offer our global illumination technology as middleware on the PS3. We are actively looking into that.(我们很愿意以中间件形式给PS3提供我们的GI技术,实际上我们正在处理。)

PS3Land: In relation to #8, to what extent will the global illumination go on the PS3 hardware? Would something like a high end PC or perhaps the Xbox 360 run GI?(关于#8,PS3硬件将达到何种程度的GI?像高端电脑程度?或者xbox360可能运行GI的程度?)

I can say that the PS3 is the very attractive to us, because it is the most powerful hardware that the target audience for our game is likely to own.(我要说的是PS3对我们非常有吸引力,因为它是最强的硬件,喜欢我们的游戏的玩家群体也可能像我们一样被吸引)

PS3Land: Any other words you would like to add whether its about your company or the Fantasy Engine or GI or PS3?!(关于你的公司、幻想引擎、GI和PS3还有其他的话要补充吗?)

We are very excited about the combination of the PlayStation 3 and our rendering technology. Our artists are able to create game characters and environments that match, and even exceed, their vision of what the character should look like. What we have shown so far is just the tip of the iceberg. Just wait until you see our game!(对于我们的技术和PS3的组合我们非常兴奋,我们的“艺术家们”创造的游戏角色和环境将达到甚至超出角色在现实中的视觉效果。我们目前所展示的只是冰山一角。在看到我们的游戏之前只需等待。)

原文连接:http://www.ps3land.com/article-529.php.

骑士

玉平顺沙石场厂长

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发表于 2006-7-29 19:42  ·  北京 | 显示全部楼层
那这个是不是就是HDR啊,看来4X和HDR有希望了啊,还是看好PS3的
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发表于 2006-7-29 19:50  ·  台湾 | 显示全部楼层
其實這東西也沒什麼稀奇的...
http://www.xboxworld.com.au/arti ... ft-game-studios.htm

Dan Greenawalt:我是首席遊戲設計師,負責指揮這款賽車模擬遊戲的創作。

問:能夠跟我們說說
《forza 2》的全新遊戲引擎嗎?
第一作的畫面和遊戲性都很出色,
甚至比起現在的賽車新作還是要好很多。
這次用了新引擎你們想要加入怎樣的新要素?
有什麼目標嗎?

DG:首先,除了360,現在沒有什麼遊戲能夠實現我們正在做的東西。
60fps、4x全屏抗鋸、動態模糊、全局光照、全部720p的解析度。[/COLOR]
我們盡一切所能捕捉賽車遊戲的精髓,
我們將會讓玩家在世界最出色的賽道上用最強大的賽車來一場激動人心的比賽。
通過360官方的無線賽車方向盤,玩家將會感受所有賽車的細微差別。
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流放者(禁止发言)

IER -- 邪恶·喧哗·内行

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发表于 2006-7-29 19:52  ·  英国 | 显示全部楼层
貌似PS3强得要命,
不过开发难度也不低...................

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 楼主| 发表于 2006-7-29 19:55  ·  北京 | 显示全部楼层
HDR 是英文 High-Dynamic Range 的缩写,中文译名为高动态光照渲染。HDR可以令3D 画面更逼真,就像人的眼睛在游戏现场中的视线效果,大幅提升游戏的真实感。

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发表于 2006-7-29 20:00  ·  浙江 | 显示全部楼层
真是老贴了

对PS3极大期待

准备明年淘汰我的XO

买完之后就上火

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 楼主| 发表于 2006-7-29 21:03  ·  北京 | 显示全部楼层
上面的介绍是老的,下面访谈是昨天的.

骑士

时光如水,生命如歌

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发表于 2006-7-29 21:05  ·  北京 | 显示全部楼层
期待实际效果是什么样子

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发表于 2006-7-29 21:35  ·  湖北 | 显示全部楼层
PS3,你快降价吧-_-b,等降得差不多了我就入手

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发表于 2006-7-29 21:41  ·  江苏 | 显示全部楼层
无敌了~~~!!!!!!!!!!!!!!!
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