Upload
ryan-worcester
View
124
Download
0
Embed Size (px)
Citation preview
Physics and Dynamics in Video Games
3D Animation & Realism
What are Video
Game Physics?
• Computer animation physics or video
game physics is the implementation of
the laws of physics into a simulated
game engine. Physics engines are
particularly used in 3D video games for
the purpose of making the game more
realistic. Physics engines are very
complex and are still being improved
on as physics in video game has still
not reached a completely “realistic”
point. There are two main types of
physics simulation; rigid body and soft
body simulators. Rigid body are
simulation objects grouped into
categories based on how they should
interact and are less performance
intensive. Soft-body physics allows for
object to deform, or change shape,
allowing for more realistic outcomes
but at the expense of more processing
power needed.
Rigid Body and Soft Body
Rigid Body Soft Body
3D Animation
• 3D animation in games has
improved dramatically since it’s
first arrival in DooM, the first real
3D video game back in 1993,
however game developers are
still striving to improve 3D
animation technology to create
the most realistic games
possible. With advancements in
physics engines coupled with
motion capture, video game
developers have been able to
create more realistic virtual
environments as well as realistic
character movements. There are
however still limitations in 3D
animation that still need to be
overcome.
Problems with Body Motion Capture
Body Motion Capture
Body Motion capture revolutionised video game
character movement through the use of real life
actors and body suits that would track the actors
movement, implementing them onto a character in a
game.
Although realistic character movements using
motion capture may seem to be the best way to
create realistic movements, but that isn't the case.
Using body motion capture limits the game
character, as for a completely realistic character
movement, a character must move differently
depending on changes in its virtual environment. For
example, You could body motion capture an actor
climbing up a wall and then use it in the game, which
would then climb up walls exactly like that each time.
However, realistically a person would climb up a wall
slightly differently every time.
Body Motion Capture
An article I read (check reference slide) suggests it
is tricky to combine and adapt body motion capture
to certain situations such as environmental factors.
The article reads that the realistic motion from body
motion capture works because of the very realistic
environments it works in, but questions how body
motion capture could be used in a game whose
environment is not contemporary, or even planet
earth with different physics.
Body Motion Capture
Another problem with body motion capture is
movements that do not follow the natural law of
physics cannot be captured with motion capture
technology, meaning those movements need to be
animated, which can look very strange added with
realistic movement. Fore example, in the game
Assassin’s Creed: Revelations, a movement
sequence called the “hook and run” allows the
player to hook over an opponents head when
running to avoid the opponent. As this movement is
not possible to capture using body motion capture, it
needed to be animated separately and then added
with the motion captured running movement. This
gave the whole action of the “hook and run” an
unrealistic, unnatural look.
Facial Motion Capture
Facial Motion Capture has even more problems
however than body motion capture. As video games
become more realistic due to the advancements in
graphics, AI and 3D animation, it is increasingly
important to have realistic facial expressions. As the
human face can express so much, more than the
rest of the body, games which aim to show realism
rely on facial expressions to portray the character’s
emotions. An article I have read addresses this issue
and states that if facial motion is captured incorrectly
“it can let an entire game down, and it is still tough
for mo-cap solutions to grasp the essence of”.
Facial Motion Capture
In the video game The Last Of Us, Naughty Dog, the
developers of the game, used the facial expressions,
performed by the body actors, as a guide but not as
the finished result. They created the facial
expressions from scratch. The animators have said
they get to create far greater detail by adding
features and expressions manually, frame by frame.
This shows that facial motion capture still has a long
way to go, although it has helped create a basis for
facial expression animation.
Particle Systems
Particle Systems
Explosions in computer games can be hard to
implement. Video game developers use particle
systems to recreate the effects of the propelled gas
and shrapnel caused by explosions. A particle
system allows for a variety of other physical actions
caused by particles to be simulated, such as smoke,
moving water, rain etc. The individual particles within
the system are modelled using the other elements of
the physics simulation rules, with the limitation that
the number of particles that can be simulated is
restricted by the computing power of the hardware.
This means that games tend to model explosions as
a small set of large particles, instead of a large
number of small particle, to be able to work on the
majority of computer systems.
References
• (Body Motion Capture)
http://www.cs.jhu.edu/cohen/RendTech99/Lectures/Computer_Animation.color.pdf
• (Motion Capture) http://en.wikipedia.org/wiki/Motion_capture
• (Facial Motion Capture) http://www.develop-online.net/tools-and-tech/motion-
capture-moving-with-the-times/0117523
• (Naughty Dog Facial Expressions) http://www.youtube.com/watch?v=R0l7LzC_h8I
• (Particle Systems) http://en.wikipedia.org/wiki/Particle_system