Page 41 - 3D World - October 2017
P. 41

Feature
                                                                                                          Creating game worlds

          structures, you can activate that
          building’s unique function.
            Initially, buildings could change
          states to support the Wild/Tame
          game-play mechanic, but with the
          benefits of VR it became apparent
          that the experience could be
          enhanced by pushing depth in
          other ways.

           10  VoxElisAtion ProcEss
               Ian Moran, technical
          director at the Secret Sorcery,
          explains how he captured scene
          assets so that they materialised in
          front of the player.
            “We have multiple states for
          objects and environment, initially
          we had buildings that morph from   11
          one state to another, something
          that looked great when the
          player was closely observing the
          transition, but in VR, large-scale
          effects are what catch viewers’
          attention. We wanted an effect that
          was much more spectacular and
          far less subtle, so we thought ‘What
          if we were able to move objects into
          the domain of particle systems?’ –
          then we could form objects particle
          by particle and have objects    12a
          exploding into dust.
            “For this we engineered a
          process that would capture
          polygonal and sculpted models into
          a point cloud in a way that’s similar
          to a 3D laser-scanned real world
          object. We could even choose the
          number of particles/voxels, which
          would allow for levels of detail and
          performance to be rationalised too.
            “Models were ‘scanned’ from   12b                                    13
          several cameras using the results
          of a deferred buffer capture. With   tools are essential to ensure your   through water flowing over it   Unreal uses nodes
          this we could fuse a positional   scene is as efficient as it can be,   was initially implemented using   for many tasks,
          point cloud with colour and normal   checking for areas of complex   screen-space techniques. This   which makes for
          data enough to suitably represent   overdraw and so on.         looked impressive, but it actually   an adaptable and
          an object. Point cloud was then   Performance in VR is a        suffered from artefacts that broke   powerful workflow.
          rendered using a custom shader   requirement rather than a flexible   immersion in VR.
          that would form at each point along   ambition, to hit target framerates is   “By using a simple parallax-
          mathematically calculated paths.   paramount. The statistical reports   like shader technique to address
            “With additional voxels joining   make this something that artists   the riverbed texture, this didn’t
          with pre-existing buildings as   can tune their work to directly,   require direct sampling of the
          performance allowed, voxels     rather than leaving content to be   scene and didn’t have the artefacts.
          overlay the existing structure   culled by programmers.         This created significantly higher
          for a dramatic result. Buildings                                performance, which is always
          could then form from thousands   12  Vr-FriEnDly wAtEr          welcome for a VR title.”
          of particles, falling in patterned,   Ian explains how the water
          mathematically defined paths from   was approached for Tethered.  13  PlAying with
          the sky.”                         “With welcomed additional          PArAllAx
                                          performance courtesy of         With the archipelago of floating
           11  wAstE not, wAnt not        PlayStation4 Pro, we could develop   islands surrounding the player,
               In the land of VR,         refractive and reflective water.   much time was spent structuring
          optimisation is key, and profiling   The refraction of the riverbed   their rhythmic formations.

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