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GDC 2011 : PlatformInsider GuideRomain SIDIDRIS
Automatic mode starts after 30 seconds without user inputs or using YAutomatic mode Camera Follow the helicopter from the island to the platform( 1 m 50)Camera orbits around the platform  then follow the current operator (  40 s )Pressing the Y button , will skip to the next stepCamera switches between different fixed point of view with a text highlighting the different effects(  10s per effect x  5 )Pressing the Y button , will skip to the next step
Interaction mode ( B to change between each camera ) ORBITControl the orbit camera around the platformThe demo is made to be control with an X360 controller
If the Gamepad  is manipulated the automatic mode stops to switch to the current cameraFREEFlying cameraCharacterFollow each character on the platform
Orbit Camera ControlsZoom IN / OUT ( Page Up / page Down)Orbit the CameraBack to automatic Mode (Backspace )Help ( H)Next Camera Mode ( C )Day / Night Cycle ( N)
Free Camera ControlsTurboMove UP/Down ( Page Up / Page Down )Forward/StrafeBack to automatic modeHelp ( H)Next Camera Mode (C )Day / Night Cycle ( N)Look around
Characters Camera ControlsBack to automatic modeHelp ( H)Next Camera Mode (C )Next/Previous characters
Data / Stats
Triangles statsOn averageBetween 3 – 4 Millions triangles drawn per frameReflection / refractioninduce multiple renderingPlatform800 K trianglesOpertors10 K TriangleTerrainBetween 65K – 1 M triangles depending on LODWater500 K Triangles  ( Projective Gridcomputed on CPU )
Profiling stats on different configuration1920x1200 resolutionZ800 + 2x Quadro 6000 SLI mode 	: Stable 60 fpswhensynced ( 70-90  )Z800 + single NVIDIA GTX 460 	: Stable 30 fpswhensynced ( 30–40 ) 1280x1024 resolutionDELL T3500 + 2xQuadro 5800 SLI mode 	: Stable 45 fpswhensynced ( 50 – 80 ) Z800 + single NVIDIA GTX 460 		: average 45 – 60DELL T3500 + single Quadro 1800 	: average 18 fps
Technical  Highlights
Highlighted EffectsHDR ( highDynamic Range ) / TonemappingBloom ( leaking lights )DOF ( Depth Of Field )DeferredShading ( Lights on platform )Sky ( Sun + atmosphericeffect / scattering )Day CycleWater EffectShore Effect / FoamReflection/RefractionSoft Particles ( Landing Helicopter )PathFinding ( Operatorsmovingaround )TerrainSoft ShadowsMLAA ( antialising for deferredrendering )
HDR / ToneMap / BloomTonemapping to adapt to differentlighting conditionsDirectly configurable on the viewportinside Studio
ShadowsSoft Shadows ( Omni , spot , directional )Directly configurable per light / per object
Path FindingNavigation meshgeneratedfrom the raw structure of the platformBehaviors to move operatorsbetweenkeep points using the NavEngine
Soft ParticlesPrevent hard linesbetweenparticles and objects
DOFAutofocus on main camera to adaptdepth of field
SKYSun and atmosphericrenderingSimple item from the library to drop in a Studio project
Deferred ShadingDuring light ~200 lights are switched on Deferredshadingallow for many light without performance impact
TerrainDedicated editor available in StudioMultiple materiallayers.

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3DVIA Tech

  • 1. GDC 2011 : PlatformInsider GuideRomain SIDIDRIS
  • 2. Automatic mode starts after 30 seconds without user inputs or using YAutomatic mode Camera Follow the helicopter from the island to the platform( 1 m 50)Camera orbits around the platform then follow the current operator ( 40 s )Pressing the Y button , will skip to the next stepCamera switches between different fixed point of view with a text highlighting the different effects( 10s per effect x 5 )Pressing the Y button , will skip to the next step
  • 3. Interaction mode ( B to change between each camera ) ORBITControl the orbit camera around the platformThe demo is made to be control with an X360 controller
  • 4. If the Gamepad is manipulated the automatic mode stops to switch to the current cameraFREEFlying cameraCharacterFollow each character on the platform
  • 5. Orbit Camera ControlsZoom IN / OUT ( Page Up / page Down)Orbit the CameraBack to automatic Mode (Backspace )Help ( H)Next Camera Mode ( C )Day / Night Cycle ( N)
  • 6. Free Camera ControlsTurboMove UP/Down ( Page Up / Page Down )Forward/StrafeBack to automatic modeHelp ( H)Next Camera Mode (C )Day / Night Cycle ( N)Look around
  • 7. Characters Camera ControlsBack to automatic modeHelp ( H)Next Camera Mode (C )Next/Previous characters
  • 9. Triangles statsOn averageBetween 3 – 4 Millions triangles drawn per frameReflection / refractioninduce multiple renderingPlatform800 K trianglesOpertors10 K TriangleTerrainBetween 65K – 1 M triangles depending on LODWater500 K Triangles ( Projective Gridcomputed on CPU )
  • 10. Profiling stats on different configuration1920x1200 resolutionZ800 + 2x Quadro 6000 SLI mode : Stable 60 fpswhensynced ( 70-90 )Z800 + single NVIDIA GTX 460 : Stable 30 fpswhensynced ( 30–40 ) 1280x1024 resolutionDELL T3500 + 2xQuadro 5800 SLI mode : Stable 45 fpswhensynced ( 50 – 80 ) Z800 + single NVIDIA GTX 460 : average 45 – 60DELL T3500 + single Quadro 1800 : average 18 fps
  • 12. Highlighted EffectsHDR ( highDynamic Range ) / TonemappingBloom ( leaking lights )DOF ( Depth Of Field )DeferredShading ( Lights on platform )Sky ( Sun + atmosphericeffect / scattering )Day CycleWater EffectShore Effect / FoamReflection/RefractionSoft Particles ( Landing Helicopter )PathFinding ( Operatorsmovingaround )TerrainSoft ShadowsMLAA ( antialising for deferredrendering )
  • 13. HDR / ToneMap / BloomTonemapping to adapt to differentlighting conditionsDirectly configurable on the viewportinside Studio
  • 14. ShadowsSoft Shadows ( Omni , spot , directional )Directly configurable per light / per object
  • 15. Path FindingNavigation meshgeneratedfrom the raw structure of the platformBehaviors to move operatorsbetweenkeep points using the NavEngine
  • 16. Soft ParticlesPrevent hard linesbetweenparticles and objects
  • 17. DOFAutofocus on main camera to adaptdepth of field
  • 18. SKYSun and atmosphericrenderingSimple item from the library to drop in a Studio project
  • 19. Deferred ShadingDuring light ~200 lights are switched on Deferredshadingallow for many light without performance impact
  • 20. TerrainDedicated editor available in StudioMultiple materiallayers.
  • 21. WaterFFT to computeheightmap & normalmap on CPU using SSEProjective gridcomputed on GPU Shore effects ( foamnear the shore and soft blending )Reflection & refraction