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STAY AHEAD WITH ADVANCED TEXTURE STREAMING
Aljosha Demeulemeester – CEO
aljosha@graphinesoftware.com
 Graphine: Stay Ahead with Advanced Texture Streaming
 Graphine: Stay Ahead with Advanced Texture Streaming
Trends in technology for real-time 3D visualization:
streaming, scanning and virtual reality
State-of-the-art computer graphics
processing and visualization
Technology products
Consultancy services
Development projects
OUR FOCUS
Graphine @ Windows 8.1 release event by Microsoft
LEADER IN OUR FIELD
TEXTURE DATA
GAMING
SERIOUS GAMING
TRAINING SIMULATION
ARCHITECTURAL VISUALIZATION
PRODUCT VISUALIZATION
COMPUTER ANIMATION
( REAL-TIME COMPUTER GRAPHICS )
TEXTURES?
WITH GRAPHINE
50% - 70% of game data
WITH GRAPHINE
more = better
BOTTOM LINE
VISUALIZE CREATE DISTRIBUTE
OUR SCOPE
Solve
VISUALIZE + CREATE + DISTRIBUTE
Want more?
SOFTWARE LIBRARY AND TOOLS (MIDDLEWARE)
TEXTURE STREAMING AND COMPRESSION
INTEGRATES IN ANY APPLICATION
Disk Memory Video memory
Loading of data while playing the game
TEXTURE STREAMING?
TILED BASED STREAMING
TECHNOLOGY SOLUTIONS
▪ Focused on texture data
END RESULT
END RESULT
END RESULT
VISUALIZE CREATE DISTRIBUTE
GRANITE WITHIN OUR SCOPE
So how do I create the content?
( without a $ 100M budget )
3D SCANNING
3D SCANNING
PHOTOGRAMMETRY
PHOTOGRAMMETRY
PHOTOGRAMMETRY
PHOTOGRAMMETRY
THE GAME
 Graphine: Stay Ahead with Advanced Texture Streaming
SCANNING ENVIRONMENTS
Every pixel is unique in scanned environments
 Graphine: Stay Ahead with Advanced Texture Streaming
streaming + scanned data = perfect match
3D scanning is not solved for real-time
Using 3D scans in real-time is all about
optimization
VIRTUAL REALITY
VR
high requirements
VR
VR needs more
New applications, new experiences
Streaming
3D
Scanning
Virtual
Reality
@GraphineSoft
www.graphinesoftware.com/contact
STAY AHEAD WITH ADVANCED TEXTURE STREAMING

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Graphine: Stay Ahead with Advanced Texture Streaming

Editor's Notes

  • #2: Charles H CTO of graphine replacing aljosha D our CTO His baby daughter is just born so he’s spending some time with his family He was really looking fwd at finally meeting another alyosha Aljosha Demeulemeester CEO of Graphine middleware company based in Ghent We are mainly focused on the high-end gaming industry so if I discuss trends or approaches, I’m looking at things from that perfective (entertainment)
  • #3: Set the tone Start by showing a trailer of Get Even High end video game One of our customers Set to be released next year …. (show trailer) Video? Rendering? Both (mixed)!
  • #4: - What I want to talk about today is closely connected with the trailer you just saw - Important trends from our perspective in real-time 3D visualization - Streaming, scanning and virtual reality
  • #5: So where does Graphine come in? entirely focused on state-of-the-art computer graphics processing and visualization Mainly a product company, technology products also do consultancy and development projects in our field (real-time 3D and game engines)
  • #6: Highly specialized technology Really good in what we do Microsoft used our demo to showcase the new graphics features of Windows 8.1 during the launch keynote Graphine founded almost 2 years Working on the technology for over 5 years Reseach at the Multimedia Lab of the Univirsity of Ghent and iMinds of course
  • #7: - Our technology products are focused on texture data The main data type in real-time computer graphics Real-time 3D: a range of applications (sum up de applications)
  • #8: - Left geometry, set of points, not very interesting I itself - Right, textures applied; contain the surface properties like color - Textures = basically digital images project onto the mesh. Just like digital images, textures have pixels and a resolution. The more pixels, or the high the resolution, the sharper and more detailed the final rendered images.
  • #9: Reason why we focus on texture data is clear: strong impact on final graphics quality
  • #10: - 50% - 70% of game data
  • #11: Bottom line: more texture data is better. This can mean Sharper More detailed graphics Larger virtual worlds More diverse, unique virtual worlds Depends on the applications how to apply the texture budget
  • #12: We focus on three areas Visualize: mainly a memory thing Render much more content on mainstream hardware Create: good tools thing Import for game development Spend less time creating more high quality content Distribute: compression and progressive downloading thing Faster downloads, start playing faster Need to get it to the end user
  • #13: If you want to have more texture data Need to solve all three areas One missing, means you cannot run it on mainstreaming hard Or create the content within your budget Or get the content to the end user
  • #14: Our main product, Granite SDK, is one piece of the puzzle Middleware Integrates into any 3D engine or applications Focused on texture streaming and compression
  • #15: Texture streaming is loading texture data while playing the game or running the application Instead of loading everything at the start Data is loaded constantly from disk into memory into your video memory where it is need to render the final image
  • #16: Streaming is not new Adanced texture streaming: tile based Divide all content into small tiles Figure out which tiles are actually view Only load those, just in time Need a lot less memory Memory remains contant, independend of the content in the scene. So you can keep adding content
  • #17: End result looks amazing Nice, very large, high resolution terrain Very high resolution plane textures
  • #18: If we zoom in, everything remains razor sharp, all the lines are perfect We see new details that weren’t visible from a further distance
  • #19: When we look at the tiles Much smaller than the object Tiles top side of the wings will be loaded, not from the backside It’s clear that this a very powerfull system
  • #20: Granite solves the visualization of massive amount of data It also compressed the texture data 2,5 times. This means 2,5 times more content on a blu-ray disk or 2,5 times faster download times We can’t compress it to zero or some contant amount of course but 2,5 times goes a long way
  • #21: - So but then the question remains, how to we create the texture content, without throwing a hundreds of people at the problem? - Wel, you could use - Offline procedural generation tools - Time-efficient painting tools - Focus in this talk on 3D Scanning
  • #22: Capturing a physical object to reconstruct a digital 3D representation Used for a wide range of applications already Expect to be used more and more (for games?)
  • #23: - Used extensively for characters (body and facial scans) - Objects - Entire environments
  • #28: Scanning objects Efficient way to create re-usable assets Easily fits into a game production pipeline
  • #32: For example this loft scene…. Metrics here? See this at our booth.. This slide is the setup for the next one that makes the point.
  • #34: Efficient way to create extremely high quality characters, objects and environments
  • #38: … High requirements: High resolution rendering: 2560 x 1440, 1920 x 1920 or up Close interaction with environment Field of view van 30 – 90 graden (3x zoveel in view)
  • #40: - VR opens the door for a range of new applications and experiences - You could imaging going on safari, or going to the desolated site of chernobyl as a guided tour - You could offer the same experience on a standard lcd screen but you don’t get the sense of prensence, sense of scale and perspective that you have with the headsets
  • #41: streaming + scanned data + VR = perfect match
  • #42: Follow us! Twitter, blog, newsletter
  • #43: Visit our booth (if you don’t believe me)