This is a special interest seminar series in Game Development, of Kobe Studio Seminar for Studies. Each seminar has been planned on a nonregular basis and has had discussions with the smallest possible number of participants, on several kind of topics related to Game Development. This series is managed with discussions on the topics, by Technology R&D Department, CAPCOM CO., LTD. and moderator of KSS Projects for Communication.
This series had been held at the meeting room, CAPCOM CO., LTD. in 2018, and is held at Kobe University from March, 2019, following the knowledge and remarks concluded in 2018.
This series had been closed by June, 2019. Moreover the closing session on July, 2019 was cancelled since there were some difficulties on concluding topics. Instead of the session, the moderator of KSS Projects for Communication will give a comment on the issues at some appropriate coming future seminars.
Recent years have seen remarkable diversification in the media handled by film production studios, as well as the emergence of important challenges such as long-term storage of production data or the storage of information at time of production deemed likely to be made subsequent use of in other forms of media. As console games, mobile games and virtual reality content are among the forms of multimedia where such content is likely to find a home, we aim, in this speech, both to touch on the requirements made of image production on large-scale overseas projects and also to discuss our studio's initiatives pertaining to HDR. We should also like to raise the subject of challenges and approaches in the handling of color information on recent productions, including color design and color management at the time of production, as well as to touch somewhat upon our film production-side perspective on the differences in color management between the film production and game development fields.
In order to follow the technology advancement, game engine required to support HDR and at the same time improve the graphic quality of an already established SDR game. However, maintaining the HDR & SDR version strongly depends on the game title itself while HDR and SDR version requires different way to handle makes supporting HDR and SDR difficult. In this session, we will explain the approach that Capcom has done to support HDR version by converting SDR version. We also will provide the case study of implementing such approach on a game title and analysis on challenges we experienced doing it. We would like to discuss the problems and possible solutions as we provide SDR to HDR conversion method on much broader game title.
I will talk about some issues and countermeasures on this matter. I will also talk about the techniques I find most practical. I would like to discuss how to inspect and control the quality by image processing with AI.
We have a discussion on the talks and their remarks: especially, any systematic action for color management issues in game development for multi-device and multi-content environments, and in film production.
We had a discussion on the relation between the pre-production phase of film production and game engines at "Craftsmanship and Artist Techniques 20190202". In this talk, we would like to try to reconsider the relation by introducing a draft version of requirements for a product, and have a discussion on any expansibility in our technologies. In addition, if we have time left, we give some remarks on recent issues noticed from our experiences of real-time operations related to rendering.
Game development and animation production uses computer graphics. Upon delivering the end product, there are a lot of differences on the tradition, motivation behind each task that should be addressed in order to enable discussion between game development and animation production. This session will discuss development phase and workflow focusing on asset structures as we analyze the asset creation pipelines, the motivation on creating such pipelines, advantages and challenges on using those asset structures.
The technology of animating character naturally based on user input in real-time is very important in game. In this session, we will present a case study on implementing various techniques in character animation that enable smooth transition between movements and blend-tree for generating rich variation of movements. We also will take a closer look on how terrain with the consideration of character proportion and its center of gravity will affect hands and legs placement in order to achieve natural and believable character pose.
Game engine development that is highly technical, has recently tended to acquire knowledge in various fields for its rapid innovations. In this talk, we introduce some recent developments in the field of game development, and the direction of this special interest seminar series.
Recently, "system complexity" has become a topic in many cases, and it is no exception for motorcycles. This is thought to be due to the fact that elements of electrical, electronic, electronic control, and communication have been incorporated into systems that have mainly been machines. On the other hand, I also feel that the quality expected by society is higher than before in terms of specification accountability for mechanical systems themselves. However, current mechanical systems are often implicit in both design results and design processes, and I think it is necessary to change design processes in order to meet the expectations of society. In this talk, I will introduce one consideration of the machine design process required today, keeping in mind the similarities with the game design process.
In the recent years, with rapid ICT development, the common issues of pipeline techniques in various industry fields may have tended to become larger and larger, and well be thought beyond the difference among the fields. In fact, at "Film Production Pipelines and Artist Techniques 7" (Sep 2018), we had a discussion on issues of backdrops in Japanese Anime, game and film production pipeline. We think that most of issues can be categorized into organizational common issues and field specific issues from the artistic point of view. In this talk, we report on "Film Production Pipelines and Artist Techniques 7", and introduce some issues of pipeline techniques in several stages from planning to delivery, and prospect from the academic point of view.
Cities and their inter-connected transport networks form part of the fundamental infrastructure developed by human societies. Their organisation reflects a complex interplay between many natural and social factors, including inter alia natural resources, landscape, and climate on the one hand, combined with business, commerce, politics, diplomacy and culture on the other. Nevertheless, despite this complexity, there has been some success in capturing key aspects of city growth and network formation in relatively simple models that include non-linear positive feedback loops. However, these models are typically embedded in an idealised, homogeneous space, leading to regularly-spaced, lattice-like distributions arising from Turing-type pattern formation. Here we argue that the geographical landscape plays a much more dominant, but neglected role in pattern formation. To examine this hypothesis, we evaluate the weighted distance between locations based on a least cost path across the natural terrain, determined from high-resolution digital topographic databases for the Hokkaido region of Japan. These weights are included in a co-evolving, dynamical model of both population aggregation in cities, and movement via an evolving transport network. We compare the results from the stationary state of the system with current population distributions from census data, and show a reasonable fit, both qualitatively and quantitatively, compared with models in homogeneous space. Thus we infer that that addition of weighted topography from the natural landscape to these models is both necessary and almost sufficient to reproduce the majority of the real-world spatial pattern of city sizes and locations in this example.