电子游戏动画制作的新进展(小组讨论)

J. Veeder, Paul D. Lewis, Bob Zigado, Robert Stein, C. Upson
{"title":"电子游戏动画制作的新进展(小组讨论)","authors":"J. Veeder, Paul D. Lewis, Bob Zigado, Robert Stein, C. Upson","doi":"10.1145/218380.218523","DOIUrl":null,"url":null,"abstract":"The booming videogame industry is currently making a dramatic move from modest, low end production techniques to state-of-the-art computer animation frontiers such as 3D character animation. Video games is driving the development of new animation techniques such as motion capture and adapting cinematic production techniques as Hollywood and Silicon Valley merge. Through presentations and demonstrations by the midwives of these dramatic developments, animators, producers, and directors will gain practical insight about the special demands of videogames animation and how new production techniques are being developed and adapted. Description Interactive entertainment overall is a rapidly expanding area with a great requirement for creative intervention and sophisticated computer graphics: a good target for SIGGRAPH conference focus. Videogame development is the largest and most established component of the interactive entertainment field. The videogame industry has only very recently come into focus for many people in the computer graphics field and has certainly not figured much at all in SIGGRAPH venues and events. Yet, this industry is driving much of the technology development in computer animation. The production segment of the SIGGRAPH audience will benefit from information about new animation production techniques being applied to this large job market. Why this special panel focusing on videogames and not just generic production show-and-tell on these topics? Because a) the application of existing techniques in videogames development requires major adaptations and b) videogames are driving the development of many new techniques and technologies. Video game production has all the complexity of linear-media animation production, but the animation must then interface with interactive software and be displayed in real-time on low cost platform hardware. Non-linear content presents different challenges than linear content. Platform hardware, whether arcade, consumer cartridge, or PC/ CDR OM, changes regularly and frequently. All these factors introduce additional and demanding requirements to animation design and execution which must be discussed within the context of videogame animation production to be understood. Here are some of the primary topics to be considered: 3D Graphics, 3D Character Animation, and Motion Capture Video game development is moving quickly from exclusively 2D into 3D computer graphics, from low-end to high end technologies, and from proprietary to production standard software. Low-end and limited only a couple of years ago, the videogames industry is emerging as a primary developer and user of motion capture and 3D character animation, both state-of-the-art computer animation techniques. Evolution of Production Techniques and Animator Roles How exactly were videogame graphics designed and produced in the past? As we work to define and master new production techniques and adapt them to videogames, how does the role of the animator change? Adaptation of Cinematic and Special Effects Production Techniques Inspired by market scale and encouraged by advances in data compression, Hollywood has turned to video games as another publishing dimension and now, cinematic production techniques are now being adapted to videogames development. Future of Interactive Entertainment Authoring The demands of interactive entertainment media authoring and an increasingly competitive market are stimulating innovations in HOW such games designers and animators work. Reminiscent of the introduction in the 1980's of user interface toolkits and management systems, digital media development is embarking on an era of high level authoring environments, sophisticated assets management, and game prototyping environments. Paul D. Lewis: Applying and Adapting High-End Computer FX Production Techniques to Videogames Our current videogame projects have all the content development complexity of a high-end film FX facility, with a considerably reduced schedule and with the additional requirement to interface with interactive software in real-time display. The subject of my talk will be the problems and opportunities of combining these domains. The videogame development process is different from that of conventional special effects in many ways and comparing the two is instructive. The development process for conventional media such as movies mirrors the resulting linear product. In the same way, the videogame development process mirrors the dynamic, non-linear, interactive resulting product. In film, you carve out a plan of what you want and fill it with work, but in coin-op videogame development someone (the market) is digging a trench that constantly changes depth and direction. Film aims for a finely tuned product presented to a passive audience. The audience response may vary but the film is predictable. The character of a videogame changes based upon the player's participation. Content development for games requires producing not just the artwork for one path, but all of the possible paths allowed and how to transition smoothly between them all arbitrarily. The content development process for film is relatively well understood and established while game format and interaction, not to mention production techniques and platform capabilities, may change with each new product. Content volume and schedule are other areas of contrast. A film action sequence might have 30 FX shots, where a typical fighting game will have 1200-1500 moves, or shots. Film production from concept to delivery might be 4 years or more, where game development cycles need to be 16 months or less to be cost effective and stay in tune with audience trends. As different as film FX and videogame graphics production are, one of the primary challenges of the expanding field of \"interactive entertainment\" is to successfully combine them. There are many motivating factors. Videogames are subject to the movie and television trained audience expectations of photorealism, character expressiveness, and overall graphics sophistication and complexity. Production and delivery technologies as well as professional expertise are now migrating freely across all these linear and non-linear realms in response to market opportunities. We embarked upon applying state-of-the art animation technology to video game projects, only to discover that it needed to be expanded and extended yet further to meet our requirements. Some requirements were in the areas of shared databases and work practices, computer supported cooperative work, parallel distributed processing, prototyping pipelines, production tracking, and assets management.","PeriodicalId":447770,"journal":{"name":"Proceedings of the 22nd annual conference on Computer graphics and interactive techniques","volume":"12 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1995-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"New developments in animation production for video games (panel session)\",\"authors\":\"J. Veeder, Paul D. Lewis, Bob Zigado, Robert Stein, C. Upson\",\"doi\":\"10.1145/218380.218523\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The booming videogame industry is currently making a dramatic move from modest, low end production techniques to state-of-the-art computer animation frontiers such as 3D character animation. Video games is driving the development of new animation techniques such as motion capture and adapting cinematic production techniques as Hollywood and Silicon Valley merge. Through presentations and demonstrations by the midwives of these dramatic developments, animators, producers, and directors will gain practical insight about the special demands of videogames animation and how new production techniques are being developed and adapted. Description Interactive entertainment overall is a rapidly expanding area with a great requirement for creative intervention and sophisticated computer graphics: a good target for SIGGRAPH conference focus. Videogame development is the largest and most established component of the interactive entertainment field. The videogame industry has only very recently come into focus for many people in the computer graphics field and has certainly not figured much at all in SIGGRAPH venues and events. Yet, this industry is driving much of the technology development in computer animation. The production segment of the SIGGRAPH audience will benefit from information about new animation production techniques being applied to this large job market. Why this special panel focusing on videogames and not just generic production show-and-tell on these topics? Because a) the application of existing techniques in videogames development requires major adaptations and b) videogames are driving the development of many new techniques and technologies. Video game production has all the complexity of linear-media animation production, but the animation must then interface with interactive software and be displayed in real-time on low cost platform hardware. Non-linear content presents different challenges than linear content. Platform hardware, whether arcade, consumer cartridge, or PC/ CDR OM, changes regularly and frequently. All these factors introduce additional and demanding requirements to animation design and execution which must be discussed within the context of videogame animation production to be understood. Here are some of the primary topics to be considered: 3D Graphics, 3D Character Animation, and Motion Capture Video game development is moving quickly from exclusively 2D into 3D computer graphics, from low-end to high end technologies, and from proprietary to production standard software. Low-end and limited only a couple of years ago, the videogames industry is emerging as a primary developer and user of motion capture and 3D character animation, both state-of-the-art computer animation techniques. Evolution of Production Techniques and Animator Roles How exactly were videogame graphics designed and produced in the past? As we work to define and master new production techniques and adapt them to videogames, how does the role of the animator change? Adaptation of Cinematic and Special Effects Production Techniques Inspired by market scale and encouraged by advances in data compression, Hollywood has turned to video games as another publishing dimension and now, cinematic production techniques are now being adapted to videogames development. Future of Interactive Entertainment Authoring The demands of interactive entertainment media authoring and an increasingly competitive market are stimulating innovations in HOW such games designers and animators work. Reminiscent of the introduction in the 1980's of user interface toolkits and management systems, digital media development is embarking on an era of high level authoring environments, sophisticated assets management, and game prototyping environments. Paul D. Lewis: Applying and Adapting High-End Computer FX Production Techniques to Videogames Our current videogame projects have all the content development complexity of a high-end film FX facility, with a considerably reduced schedule and with the additional requirement to interface with interactive software in real-time display. The subject of my talk will be the problems and opportunities of combining these domains. The videogame development process is different from that of conventional special effects in many ways and comparing the two is instructive. The development process for conventional media such as movies mirrors the resulting linear product. In the same way, the videogame development process mirrors the dynamic, non-linear, interactive resulting product. In film, you carve out a plan of what you want and fill it with work, but in coin-op videogame development someone (the market) is digging a trench that constantly changes depth and direction. Film aims for a finely tuned product presented to a passive audience. The audience response may vary but the film is predictable. The character of a videogame changes based upon the player's participation. Content development for games requires producing not just the artwork for one path, but all of the possible paths allowed and how to transition smoothly between them all arbitrarily. The content development process for film is relatively well understood and established while game format and interaction, not to mention production techniques and platform capabilities, may change with each new product. Content volume and schedule are other areas of contrast. A film action sequence might have 30 FX shots, where a typical fighting game will have 1200-1500 moves, or shots. Film production from concept to delivery might be 4 years or more, where game development cycles need to be 16 months or less to be cost effective and stay in tune with audience trends. As different as film FX and videogame graphics production are, one of the primary challenges of the expanding field of \\\"interactive entertainment\\\" is to successfully combine them. There are many motivating factors. Videogames are subject to the movie and television trained audience expectations of photorealism, character expressiveness, and overall graphics sophistication and complexity. Production and delivery technologies as well as professional expertise are now migrating freely across all these linear and non-linear realms in response to market opportunities. We embarked upon applying state-of-the art animation technology to video game projects, only to discover that it needed to be expanded and extended yet further to meet our requirements. Some requirements were in the areas of shared databases and work practices, computer supported cooperative work, parallel distributed processing, prototyping pipelines, production tracking, and assets management.\",\"PeriodicalId\":447770,\"journal\":{\"name\":\"Proceedings of the 22nd annual conference on Computer graphics and interactive techniques\",\"volume\":\"12 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"1995-09-15\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 22nd annual conference on Computer graphics and interactive techniques\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/218380.218523\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 22nd annual conference on Computer graphics and interactive techniques","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/218380.218523","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

摘要

蓬勃发展的电子游戏产业目前正从中等、低端的制作技术向最先进的计算机动画前沿(如3D角色动画)进行戏剧性的转变。随着好莱坞和硅谷的融合,电子游戏正在推动新的动画技术的发展,如动作捕捉和改编电影制作技术。通过这些戏剧性发展的助产士的演讲和演示,动画师,制作人和导演将获得关于电子游戏动画的特殊需求以及如何开发和适应新的制作技术的实际见解。总的来说,互动娱乐是一个迅速发展的领域,对创造性干预和复杂的计算机图形学有很大的要求:这是SIGGRAPH会议关注的一个很好的目标。电子游戏开发是互动娱乐领域中规模最大、最成熟的组成部分。电子游戏产业直到最近才成为计算机图形领域许多人关注的焦点,当然在SIGGRAPH的会场和活动中也没有得到太多关注。然而,这个行业正在推动计算机动画技术的发展。SIGGRAPH观众的制作部分将受益于有关应用于这个庞大就业市场的新动画制作技术的信息。为什么这个特别的小组关注的是电子游戏,而不仅仅是关于这些主题的一般制作展示?因为a)在电子游戏开发中应用现有技术需要进行重大调整,b)电子游戏正在推动许多新技术和技术的发展。电子游戏制作具有线性媒体动画制作的所有复杂性,但动画必须与交互式软件交互,并在低成本的平台硬件上实时显示。非线性内容呈现出与线性内容不同的挑战。平台硬件,无论是街机、消费卡带还是PC/ CDR OM,都经常发生变化。所有这些因素都为动画设计和执行带来了额外和苛刻的要求,必须在电子游戏动画制作的背景下进行讨论才能理解。电子游戏开发正在迅速地从专门的2D计算机图形转变为3D计算机图形,从低端技术转变为高端技术,从专有软件转变为生产标准软件。几年前,电子游戏行业还处于低端且受限制状态,如今它正成为动作捕捉和3D角色动画的主要开发者和用户,这两种技术都是最先进的计算机动画技术。过去的电子游戏图像是如何设计和制作的?当我们努力定义和掌握新的制作技术并将其应用于电子游戏时,动画师的角色会发生怎样的变化?受市场规模和数据压缩技术进步的启发,好莱坞将电子游戏作为另一个发行领域,现在,电影制作技术也被应用于电子游戏开发。互动娱乐媒体创作的需求和日益激烈的市场竞争正在刺激游戏设计师和动画师的工作方式创新。与上世纪80年代用户界面工具包和管理系统的出现类似,数字媒体开发正步入一个高层次创作环境、复杂资产管理和游戏原型环境的时代。Paul D. Lewis:将高端计算机特效制作技术应用到电子游戏中我们目前的电子游戏项目拥有高端电影特效设备的所有内容开发复杂性,并且时间表大大减少,并且需要与实时显示的交互软件进行交互。我演讲的主题将是结合这些领域的问题和机遇。电子游戏的开发过程与传统特效的开发过程在很多方面都是不同的,比较两者是有启发意义的。传统媒体(如电影)的发展过程反映了由此产生的线性产品。同样地,电子游戏开发过程也反映了动态的、非线性的、交互式的最终产品。在电影中,你制定了一个你想要的计划,并将其付诸实践,但在投币电子游戏开发中,有人(市场)正在挖掘一个不断改变深度和方向的沟渠。电影的目标是向被动的观众呈现经过精心调整的产品。观众的反应可能各不相同,但这部电影是可以预测的。电子游戏的角色会根据玩家的参与而改变。 游戏内容开发不仅需要为一条路径制作图像,还需要为所有可能的路径以及如何在它们之间任意平滑地过渡而制作图像。相对而言,电影的内容开发过程已经被很好地理解和确立,而游戏的形式和互动,更不用说制作技术和平台能力,可能会随着每一款新产品而改变。内容量和时间表是其他方面的对比。电影动作序列可能有30个特效镜头,而典型的格斗游戏则有1200-1500个动作或镜头。电影制作从概念到交付可能需要4年或更长时间,而游戏开发周期需要16个月或更短的时间才能达到成本效益,并与用户趋势保持一致。尽管电影特效和电子游戏图像制作是不同的,但“互动娱乐”领域不断扩大的主要挑战之一是成功地将它们结合起来。有很多激励因素。电子游戏受到电影和电视观众对照片写实主义、角色表现力和整体图像复杂性的期望的影响。生产和交付技术以及专业知识现在在所有这些线性和非线性领域自由迁移,以响应市场机会。我们开始将最先进的动画技术应用到电子游戏项目中,却发现它需要进一步扩展和扩展才能满足我们的要求。一些需求是在共享数据库和工作实践、计算机支持的协作工作、并行分布式处理、原型管道、生产跟踪和资产管理领域。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
New developments in animation production for video games (panel session)
The booming videogame industry is currently making a dramatic move from modest, low end production techniques to state-of-the-art computer animation frontiers such as 3D character animation. Video games is driving the development of new animation techniques such as motion capture and adapting cinematic production techniques as Hollywood and Silicon Valley merge. Through presentations and demonstrations by the midwives of these dramatic developments, animators, producers, and directors will gain practical insight about the special demands of videogames animation and how new production techniques are being developed and adapted. Description Interactive entertainment overall is a rapidly expanding area with a great requirement for creative intervention and sophisticated computer graphics: a good target for SIGGRAPH conference focus. Videogame development is the largest and most established component of the interactive entertainment field. The videogame industry has only very recently come into focus for many people in the computer graphics field and has certainly not figured much at all in SIGGRAPH venues and events. Yet, this industry is driving much of the technology development in computer animation. The production segment of the SIGGRAPH audience will benefit from information about new animation production techniques being applied to this large job market. Why this special panel focusing on videogames and not just generic production show-and-tell on these topics? Because a) the application of existing techniques in videogames development requires major adaptations and b) videogames are driving the development of many new techniques and technologies. Video game production has all the complexity of linear-media animation production, but the animation must then interface with interactive software and be displayed in real-time on low cost platform hardware. Non-linear content presents different challenges than linear content. Platform hardware, whether arcade, consumer cartridge, or PC/ CDR OM, changes regularly and frequently. All these factors introduce additional and demanding requirements to animation design and execution which must be discussed within the context of videogame animation production to be understood. Here are some of the primary topics to be considered: 3D Graphics, 3D Character Animation, and Motion Capture Video game development is moving quickly from exclusively 2D into 3D computer graphics, from low-end to high end technologies, and from proprietary to production standard software. Low-end and limited only a couple of years ago, the videogames industry is emerging as a primary developer and user of motion capture and 3D character animation, both state-of-the-art computer animation techniques. Evolution of Production Techniques and Animator Roles How exactly were videogame graphics designed and produced in the past? As we work to define and master new production techniques and adapt them to videogames, how does the role of the animator change? Adaptation of Cinematic and Special Effects Production Techniques Inspired by market scale and encouraged by advances in data compression, Hollywood has turned to video games as another publishing dimension and now, cinematic production techniques are now being adapted to videogames development. Future of Interactive Entertainment Authoring The demands of interactive entertainment media authoring and an increasingly competitive market are stimulating innovations in HOW such games designers and animators work. Reminiscent of the introduction in the 1980's of user interface toolkits and management systems, digital media development is embarking on an era of high level authoring environments, sophisticated assets management, and game prototyping environments. Paul D. Lewis: Applying and Adapting High-End Computer FX Production Techniques to Videogames Our current videogame projects have all the content development complexity of a high-end film FX facility, with a considerably reduced schedule and with the additional requirement to interface with interactive software in real-time display. The subject of my talk will be the problems and opportunities of combining these domains. The videogame development process is different from that of conventional special effects in many ways and comparing the two is instructive. The development process for conventional media such as movies mirrors the resulting linear product. In the same way, the videogame development process mirrors the dynamic, non-linear, interactive resulting product. In film, you carve out a plan of what you want and fill it with work, but in coin-op videogame development someone (the market) is digging a trench that constantly changes depth and direction. Film aims for a finely tuned product presented to a passive audience. The audience response may vary but the film is predictable. The character of a videogame changes based upon the player's participation. Content development for games requires producing not just the artwork for one path, but all of the possible paths allowed and how to transition smoothly between them all arbitrarily. The content development process for film is relatively well understood and established while game format and interaction, not to mention production techniques and platform capabilities, may change with each new product. Content volume and schedule are other areas of contrast. A film action sequence might have 30 FX shots, where a typical fighting game will have 1200-1500 moves, or shots. Film production from concept to delivery might be 4 years or more, where game development cycles need to be 16 months or less to be cost effective and stay in tune with audience trends. As different as film FX and videogame graphics production are, one of the primary challenges of the expanding field of "interactive entertainment" is to successfully combine them. There are many motivating factors. Videogames are subject to the movie and television trained audience expectations of photorealism, character expressiveness, and overall graphics sophistication and complexity. Production and delivery technologies as well as professional expertise are now migrating freely across all these linear and non-linear realms in response to market opportunities. We embarked upon applying state-of-the art animation technology to video game projects, only to discover that it needed to be expanded and extended yet further to meet our requirements. Some requirements were in the areas of shared databases and work practices, computer supported cooperative work, parallel distributed processing, prototyping pipelines, production tracking, and assets management.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信