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(Game) design craft (游戏)设计技巧
Pub Date : 2017-11-27 DOI: 10.1145/3134472.3167122
Evan Hirsch
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引用次数: 0
Application development with webGL 使用webGL开发应用程序
Pub Date : 2017-11-27 DOI: 10.1145/3134472.3134481
Edward Angel, D. Shreiner
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引用次数: 1
How to build a fantasy world based on reality: a case study of Final Fantasy XV: part I 如何基于现实创造一个幻想世界:以《最终幻想15》(1)为例
Pub Date : 2017-11-27 DOI: 10.1145/3134472.3134475
I. Hasegawa, Takashi Honjo, H. Sasaki, Yusuke Hasuo, T. Suzuki, Yoshinobu Okushi
From the onset and during the course of development for FINAL FANTASY XV, we built our world around the theme: "a fantasy based on reality". Under this slogan and based on this world, we created the real-time CG game FINAL FANTASY XV, as well as the pre-rendered CG movie KINGSGLAIVE FINAL FANTASY XV. In this case study, we will explain the problems that we encountered, as well as the solutions we came up with when implementing the "fantasy world based on reality" in the making of FINAL FANTASY XV. Reality has various aspects. For example, in order to create a world that is in a constant state of flux like the actual world we live in, we needed to support both time changes as well as changes in the weather. We also needed believable characters to inhabit the world we created. Moreover, we needed user interfaces and localization to realistically present this world to our users. In this course, Part I, we will explain how we went about expressing this world that is in a state of flux. First, we will showcase our art based on the premise that our world view is a "fantasy based on reality". Then, we will explain how we implemented the art into our environmental assets, by focusing primarily on our workflow. Next, We will explain our real-time rendering techniques that represents the time, sky, and weather system, and talk about VFX, as an additional fantasy element to the world. We will also talk about UI and localization and how we applied them to present the world both realistically and within the familiar framework of one's culture. Finally, we will talk about KINGSGLAIVE FINAL FANTASY XV as an example of how to create large amounts of assets inside the story world.
在《最终幻想15》的开发过程中,我们围绕着“基于现实的幻想”这一主题构建了游戏世界。在这个口号下,基于这个世界,我们制作了实时CG游戏《最终幻想15》,以及预渲染CG电影《KINGSGLAIVE最终幻想15》。在这个案例研究中,我们将解释我们在制作《最终幻想15》时遇到的问题,以及我们在执行“基于现实的幻想世界”时提出的解决方案。现实有很多方面。例如,为了创造一个像我们生活的现实世界一样不断变化的世界,我们需要支持时间的变化和天气的变化。我们还需要可信的角色来居住在我们创造的世界中。此外,我们需要用户界面和本地化来真实地向用户呈现这个世界。在这门课程中,第一部分,我们将解释我们如何去表达这个处于变化状态的世界。首先,我们将在我们的世界观是“基于现实的幻想”的前提下展示我们的艺术。然后,我们将解释我们如何实现艺术到我们的环境资产,主要集中在我们的工作流程。接下来,我们将解释我们的实时渲染技术,代表时间,天空和天气系统,并谈论视觉特效,作为一个额外的幻想元素的世界。我们还将讨论UI和本地化,以及我们如何应用它们来现实地呈现世界,并在熟悉的文化框架内呈现世界。最后,我们将以《KINGSGLAIVE FINAL FANTASY XV》为例讨论如何在故事世界中创造大量资产。
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引用次数: 1
Introduction to processing: technology into arts and arts into technology 加工导论:技术转化为艺术,艺术转化为技术
Pub Date : 2017-11-27 DOI: 10.1145/3134472.3134495
June Kim
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引用次数: 0
Communicating science through visualization in an age of alternative facts 在一个另类事实的时代,通过可视化来传达科学
Pub Date : 2017-11-27 DOI: 10.1145/3134472.3134488
Kalina Borkiewicz, A. Christensen, J. Stone
ion Images from Wikimedia.org
离子图片来自Wikimedia.org
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引用次数: 5
Getting started with computer graphics and the vulkan API 开始学习计算机图形学和vulkan API
Pub Date : 2017-11-27 DOI: 10.1145/3134472.3136556
Benjamin Kenwright
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引用次数: 1
How to design, build, and perform with new musical interfaces 如何设计、构建和使用新的音乐界面
Pub Date : 2017-11-27 DOI: 10.1145/3134472.3134473
Michael J. Lyons, S. Fels
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引用次数: 0
Big data visual analytics: fundamentals, techniques, and tools 大数据可视化分析:基础、技术和工具
Pub Date : 2017-11-27 DOI: 10.1145/3134472.3134516
Quang Vinh Nguyen, U. Engelke
look of the structure → gain context understanding. Explore, filter out unimportant sections → deeper understanding of a sub section. Details of a particular focus point, show full detail when required. Interaction Types Projection Filtering Zooming Distortion Linking and brushing Challenge Interaction seems to be a difficult thing to pin down and characterise Let’s go back to the user trying to solve problems User-centred vs system-centred characterizations Interaction Types (cont.) Operator navigation, selection, manipulation, distortion, filtering Space of interaction screen, data value, data structure, attribute, object, visualization structure Parameters of the interaction operator focus, extents, transformation, blender (Ward, Grinstein, & Keim 10 ) The Interactive Visualisation Pipeline • Raw Data: idiosyncratic format • Data Tables: relations (case by variables)+ metadata • Visual Structures: spatial substrates + marks + graphical properties • Views: graphical parameters (position, scaling, clipping, etc.) Raw Data Data Tables Views Visual Structures Task Data Visual Form Data Transformations Visual Mappings View Transformations Human Interaction (Card, Mackinlay, Shneiderman 99) Interaction & Navigation Techniques Details Only? Filtering Zooming Focus+Context or Overview+Detail Multiple Views NOT Possible Filtering Reducing the amount of context in the display by querying or interaction Filter the information in the form of selecting a subset of the data along a range of numerical values in one or more dimensions. Only show convertible and hardtop Zooming (Cockburn 2009) “[...] temporal separation between views; users magnify [...] or demagnify [...] a dataset in place rather than seeing both views simultaneously.” -temporal separation
看结构→理解语境。探索,过滤掉不重要的部分→更深入地理解一个子部分。特定焦点的细节,必要时显示全部细节。交互类型投影过滤缩放变形链接和刷刷挑战交互似乎是一件很难确定和描述的事情,让我们回到用户试图解决的问题,以用户为中心与以系统为中心的表征交互类型(内容)操作符导航、选择、操作、变形、过滤交互屏幕的空间、数据值、数据结构、属性、对象、可视化结构交互参数操作符焦点,交互可视化管道•原始数据:特殊格式•数据表:关系(以变量为例)+元数据•视觉结构:空间基底+标记+图形属性•视图:图形参数(位置,缩放,裁剪等)原始数据数据表视图视觉结构任务数据视觉形式数据转换视觉映射视图转换人机交互(Card, Mackinlay, Shneiderman 99)交互和导航技术仅详细信息?过滤放大焦点+上下文或概述+详细信息多视图不可能过滤通过查询或交互来减少显示中的上下文数量过滤信息的形式是沿着一个或多个维度的数值范围选择数据子集。只展示敞篷车和硬顶zoom (Cockburn 2009)“[…]视图之间的时间分离;用户放大[…]或贬低……一个数据集,而不是同时看到两个视图。-时间分离
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引用次数: 1
SIGGRAPH Asia 2017 Courses SIGGRAPH亚洲2017课程
Pub Date : 1900-01-01 DOI: 10.1145/3134472
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引用次数: 0
期刊
SIGGRAPH Asia 2017 Courses
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