Physics Simulation R&D at - SQUARE ENIXPhD and post-doc at Tokyo University (2012) Research on...

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Transcript of Physics Simulation R&D at - SQUARE ENIXPhD and post-doc at Tokyo University (2012) Research on...

Page 1: Physics Simulation R&D at - SQUARE ENIXPhD and post-doc at Tokyo University (2012) Research on physics simulation Mostly hairs and sand Particle simulation & wetting sand Hair simulation

Sponsored by

Physics Simulation R&D

at

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Physics Simulation R&D at

Witawat Rungjiratananon

Simulation R&D Engineer

([email protected])

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Page 3: Physics Simulation R&D at - SQUARE ENIXPhD and post-doc at Tokyo University (2012) Research on physics simulation Mostly hairs and sand Particle simulation & wetting sand Hair simulation

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Self introduction

Academic background

PhD and post-doc at Tokyo University (2012)

Research on physics simulation

Mostly hairs and sand

Particle simulation & wetting sand

Hair simulation & wetting hair

Other simulations

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Page 4: Physics Simulation R&D at - SQUARE ENIXPhD and post-doc at Tokyo University (2012) Research on physics simulation Mostly hairs and sand Particle simulation & wetting sand Hair simulation

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Self introduction

Working at Square Enix

Joined the Advance Technology Division in 2013

Physics simulation systems of cloth, hair, fur, …

Runtime systems & authoring tools

Used on several on-going games projects

Main project = Final Fantasy XV (2nd Business Division)

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Page 5: Physics Simulation R&D at - SQUARE ENIXPhD and post-doc at Tokyo University (2012) Research on physics simulation Mostly hairs and sand Particle simulation & wetting sand Hair simulation

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Disclaimer

Many screenshots/ videos

They are from my prototyping environment

Most are from old work-in-progress experiments

They are not representative of final quality

Special thanks to Mr. Tabata and the artists of

the Second Business Division

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Outliner

Introduction

Cloth

Hair

Wind

Foliage and fur

Conclusion

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Introduction

Topic of this talk

Sharing R&D experience in creating simulation

systems for AAA title games

Difference between Academia & Game Industry

Cloth, Hair, Wind, Grass and Fur © SQUARE ENIX CO., LTD. All Rights Reserved. MAIN CHARACTER DESIGN:TETSUYA NOMURA

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Page 8: Physics Simulation R&D at - SQUARE ENIXPhD and post-doc at Tokyo University (2012) Research on physics simulation Mostly hairs and sand Particle simulation & wetting sand Hair simulation

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Introduction

Academia vs Game Industry

Driving force towards goal

Academic papers

Motivation driven

Pick up topic of interest Challenge to solve problems

Researchers

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Page 9: Physics Simulation R&D at - SQUARE ENIXPhD and post-doc at Tokyo University (2012) Research on physics simulation Mostly hairs and sand Particle simulation & wetting sand Hair simulation

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Introduction

Academia vs Game Industry

Driving force towards goal

Output driven

publications Research engineers

Game engine

Game design and requirements

Every games is different!

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Page 10: Physics Simulation R&D at - SQUARE ENIXPhD and post-doc at Tokyo University (2012) Research on physics simulation Mostly hairs and sand Particle simulation & wetting sand Hair simulation

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Interface

Introduction

Academia vs Game Industry

Working with professional designers

Designers

Research engineers

Game engine

Communication / Feedbacks Iterations

Artistic control

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Page 11: Physics Simulation R&D at - SQUARE ENIXPhD and post-doc at Tokyo University (2012) Research on physics simulation Mostly hairs and sand Particle simulation & wetting sand Hair simulation

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Introduction

Academia vs Game Industry

Doing tricks or fakes is OK

We don’t do this in the academic area

Sharing limited resources with AI, Graphics, etc.,

Especially on gaming consoles

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Page 12: Physics Simulation R&D at - SQUARE ENIXPhD and post-doc at Tokyo University (2012) Research on physics simulation Mostly hairs and sand Particle simulation & wetting sand Hair simulation

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Cloth simulation

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Cloth simulation

Our goal

To simulate jackets, accessories and all shaky

soft bodies on characters and monsters

© SQUARE ENIX CO., LTD. All Rights Reserved. MAIN CHARACTER DESIGN:TETSUYA NOMURA

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Page 14: Physics Simulation R&D at - SQUARE ENIXPhD and post-doc at Tokyo University (2012) Research on physics simulation Mostly hairs and sand Particle simulation & wetting sand Hair simulation

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Cloth simulation

What are our choices ?

Lot of simulation methods in the field

Simulation on vertices or bones

CPU and GPU implementation

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Cloth simulation

What did we do ? and why ?

Simulation method:

Fast and stable particle-based method

Simulation on vertices or bones

Bone-based (More flexibilities and controls)

CPU and GPU implementation

We can switch, depending on whether GPU is heavily

used for graphics or not

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Cloth simulation

Vertex-based vs. bone-based

Render mesh

Sim mesh Bones

Lower resolution simulation mesh driving render mesh

Traditional bones driving render mesh

What critical to our decision is how designers setup physics

© SQUARE ENIX CO., LTD. All Rights Reserved. MAIN CHARACTER DESIGN:TETSUYA NOMURA

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Page 17: Physics Simulation R&D at - SQUARE ENIXPhD and post-doc at Tokyo University (2012) Research on physics simulation Mostly hairs and sand Particle simulation & wetting sand Hair simulation

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Cloth simulation

Vertex-based vs. bone-based

Vertex-based examples Create low res. sim mesh

from render mesh

Done! Easy! Simple shapes can be

easily automated

Map sim mesh with render mesh

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Page 18: Physics Simulation R&D at - SQUARE ENIXPhD and post-doc at Tokyo University (2012) Research on physics simulation Mostly hairs and sand Particle simulation & wetting sand Hair simulation

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Cloth simulation

Vertex-based vs. bone-based

But how about these assets ?

Create sim mesh and do the mapping ? or

Put bones and skin them ?

Designers are familiar with bones setup, and there are tons of tools helping them do the skinning

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Page 19: Physics Simulation R&D at - SQUARE ENIXPhD and post-doc at Tokyo University (2012) Research on physics simulation Mostly hairs and sand Particle simulation & wetting sand Hair simulation

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Cloth simulation

Vertex-based vs. bone-based

Branching and layering → bone-based

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Page 20: Physics Simulation R&D at - SQUARE ENIXPhD and post-doc at Tokyo University (2012) Research on physics simulation Mostly hairs and sand Particle simulation & wetting sand Hair simulation

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Cloth simulation

Vertex-based vs. bone-based

Animation blending

Cinematic scene: more like a performance, less

like a natural phenomenon

Working on bones gives artists both simulation and

animation control

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Page 21: Physics Simulation R&D at - SQUARE ENIXPhD and post-doc at Tokyo University (2012) Research on physics simulation Mostly hairs and sand Particle simulation & wetting sand Hair simulation

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Cloth simulation

Results

© SQUARE ENIX CO., LTD. All Rights Reserved. MAIN CHARACTER DESIGN:TETSUYA NOMURA

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Page 22: Physics Simulation R&D at - SQUARE ENIXPhD and post-doc at Tokyo University (2012) Research on physics simulation Mostly hairs and sand Particle simulation & wetting sand Hair simulation

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Cloth simulation

Results

© SQUARE ENIX CO., LTD. All Rights Reserved. MAIN CHARACTER DESIGN:TETSUYA NOMURA

Ⓒ 2015 SQUARE ENIX CO., LTD. All Rights Reserved.

Page 23: Physics Simulation R&D at - SQUARE ENIXPhD and post-doc at Tokyo University (2012) Research on physics simulation Mostly hairs and sand Particle simulation & wetting sand Hair simulation

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Cloth simulation

Difficulties and limitations

Developing realism (simulation) on top of

unrealism (games motion)

Fast motion → breaking, tunneling collision problem

Limit an effect of fast motion on cloth, yet preserve

degrees of freedom as much as possible

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Page 24: Physics Simulation R&D at - SQUARE ENIXPhD and post-doc at Tokyo University (2012) Research on physics simulation Mostly hairs and sand Particle simulation & wetting sand Hair simulation

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Cloth simulation

Tricks and tips

For designer’s ease of use, avoid real physical

units (e.g. Newton per meter ?!). Instead, use

normalized parameters [0=soft 1=hard]

Simulation + Vertex animation (Flappy cloth)

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Page 25: Physics Simulation R&D at - SQUARE ENIXPhD and post-doc at Tokyo University (2012) Research on physics simulation Mostly hairs and sand Particle simulation & wetting sand Hair simulation

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Cloth simulation

Tricks and tips

© SQUARE ENIX CO., LTD. All Rights Reserved. MAIN CHARACTER DESIGN:TETSUYA NOMURA

Ⓒ 2015 SQUARE ENIX CO., LTD. All Rights Reserved.

Page 26: Physics Simulation R&D at - SQUARE ENIXPhD and post-doc at Tokyo University (2012) Research on physics simulation Mostly hairs and sand Particle simulation & wetting sand Hair simulation

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Cloth simulation

Tricks and tips

Make an authoring system highly customizable

as much as possible

Not necessary to be just point masses on bones and

a network of constraints

Make it possible to place point masses and

constraints anywhere -> maximize artists creativities

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Page 27: Physics Simulation R&D at - SQUARE ENIXPhD and post-doc at Tokyo University (2012) Research on physics simulation Mostly hairs and sand Particle simulation & wetting sand Hair simulation

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Cloth simulation

Results (bonus)

Something from artists creativities

© SQUARE ENIX CO., LTD. All Rights Reserved. MAIN CHARACTER DESIGN:TETSUYA NOMURA

Ⓒ 2015 SQUARE ENIX CO., LTD. All Rights Reserved.

Page 28: Physics Simulation R&D at - SQUARE ENIXPhD and post-doc at Tokyo University (2012) Research on physics simulation Mostly hairs and sand Particle simulation & wetting sand Hair simulation

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Cloth simulation

Results (bonus)

Something from artists creativities

© SQUARE ENIX CO., LTD. All Rights Reserved. MAIN CHARACTER DESIGN:TETSUYA NOMURA

Ⓒ 2015 SQUARE ENIX CO., LTD. All Rights Reserved.

Page 29: Physics Simulation R&D at - SQUARE ENIXPhD and post-doc at Tokyo University (2012) Research on physics simulation Mostly hairs and sand Particle simulation & wetting sand Hair simulation

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Hair simulation

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Hair simulation

Our goal

Simulate all sorts of

stylish hairstyles, at

high quality

The design & the look

are very important

© SQUARE ENIX CO., LTD. All Rights Reserved. MAIN CHARACTER DESIGN:TETSUYA NOMURA

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Page 31: Physics Simulation R&D at - SQUARE ENIXPhD and post-doc at Tokyo University (2012) Research on physics simulation Mostly hairs and sand Particle simulation & wetting sand Hair simulation

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Hair simulation

Problems

Usual approaches freely

simulate very soft hairs and

do not “protect” the hairstyle

Conundrum: hairs need to

be stiff and soft at the same

time !

A. Selle et.al, SIGGRAPH 2008

Keep the look

Harden the hair

Make it more shaky

Soften the hair

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Page 32: Physics Simulation R&D at - SQUARE ENIXPhD and post-doc at Tokyo University (2012) Research on physics simulation Mostly hairs and sand Particle simulation & wetting sand Hair simulation

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Hair simulation

What did we do ? and why ?

Bone-based

Rich set of constraints

Easier to provide artistic controls

Lower designers’ learning cost:

one system for both hair and cloth

Constraints - Length - Uniform cone - Non-uniform cone - Long range attachment - Shape matching - Pin constraint - Sphere constraint - Double sphere constraint - Spring constraint - Attribute transfer link

Collisions - Sphere - Capsule - Triangle - Inverse sphere - Inverse capsule - Plane

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Page 33: Physics Simulation R&D at - SQUARE ENIXPhD and post-doc at Tokyo University (2012) Research on physics simulation Mostly hairs and sand Particle simulation & wetting sand Hair simulation

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Hair simulation

Tricks

Shaky hardened hair

1. Stiff constraint to keep the look

Stiff constraint to keep the look

Simulated look

Designed look

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Page 34: Physics Simulation R&D at - SQUARE ENIXPhD and post-doc at Tokyo University (2012) Research on physics simulation Mostly hairs and sand Particle simulation & wetting sand Hair simulation

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Hair simulation

Tricks

Shaky hardened hair

1. Stiff constraint to keep the look

2. Soft constraint on the stiff

Stiff when idle, shaky when in action

Designed look

Simulated look

Stiff constraint Soft constraint

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Page 35: Physics Simulation R&D at - SQUARE ENIXPhD and post-doc at Tokyo University (2012) Research on physics simulation Mostly hairs and sand Particle simulation & wetting sand Hair simulation

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Hair simulation

Results

FINAL FANTASY XV PAX Prime 2015 © SQUARE ENIX CO., LTD. All Rights Reserved. MAIN CHARACTER DESIGN:TETSUYA NOMURA

Ⓒ 2015 SQUARE ENIX CO., LTD. All Rights Reserved.

Page 36: Physics Simulation R&D at - SQUARE ENIXPhD and post-doc at Tokyo University (2012) Research on physics simulation Mostly hairs and sand Particle simulation & wetting sand Hair simulation

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Hair simulation

Difficulties and limitations

Collision still breaks the look (a bit)

Use only sphere and capsule shapes for colliders

When you give artists flexibility

→ they tend to pay attention to every small detail

→ consume too much resources

→ Visualize budget for them

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Page 37: Physics Simulation R&D at - SQUARE ENIXPhD and post-doc at Tokyo University (2012) Research on physics simulation Mostly hairs and sand Particle simulation & wetting sand Hair simulation

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Wind

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Wind

Our goal

Cloth and hair need wind to look believable

Look not too procedural

FINAL FANTASY XV PAX Prime 2015 © SQUARE ENIX CO., LTD. All Rights Reserved. MAIN CHARACTER DESIGN:TETSUYA NOMURA

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Page 39: Physics Simulation R&D at - SQUARE ENIXPhD and post-doc at Tokyo University (2012) Research on physics simulation Mostly hairs and sand Particle simulation & wetting sand Hair simulation

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Wind

What are our choices ?

Fluid simulation → Big no

Wave functions

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Page 40: Physics Simulation R&D at - SQUARE ENIXPhD and post-doc at Tokyo University (2012) Research on physics simulation Mostly hairs and sand Particle simulation & wetting sand Hair simulation

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Wind

What did we do ? and why ?

Wave functions, area, dynamics, phase shift

Wind object with a customizable wave function

Phase shift for each character

Effective area

Designers

Designers have an image of wind, but struggle to create a wave fn.

© SQUARE ENIX CO., LTD. All Rights Reserved. MAIN CHARACTER DESIGN:TETSUYA NOMURA

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Page 41: Physics Simulation R&D at - SQUARE ENIXPhD and post-doc at Tokyo University (2012) Research on physics simulation Mostly hairs and sand Particle simulation & wetting sand Hair simulation

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Wind

What did we do ? and why ?

Wave functions → Hand drawing wind

Designers

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Page 42: Physics Simulation R&D at - SQUARE ENIXPhD and post-doc at Tokyo University (2012) Research on physics simulation Mostly hairs and sand Particle simulation & wetting sand Hair simulation

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Wind

Results

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Page 43: Physics Simulation R&D at - SQUARE ENIXPhD and post-doc at Tokyo University (2012) Research on physics simulation Mostly hairs and sand Particle simulation & wetting sand Hair simulation

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Wind

Results

FINAL FANTASY XV PAX Prime 2015 © SQUARE ENIX CO., LTD. All Rights Reserved. MAIN CHARACTER DESIGN:TETSUYA NOMURA

Ⓒ 2015 SQUARE ENIX CO., LTD. All Rights Reserved.

Page 44: Physics Simulation R&D at - SQUARE ENIXPhD and post-doc at Tokyo University (2012) Research on physics simulation Mostly hairs and sand Particle simulation & wetting sand Hair simulation

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Foliage and fur

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Page 45: Physics Simulation R&D at - SQUARE ENIXPhD and post-doc at Tokyo University (2012) Research on physics simulation Mostly hairs and sand Particle simulation & wetting sand Hair simulation

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Foliage and fur

Our goal

Tons of foliage and fur in a scene

Waving in the wind naturally

© SQUARE ENIX CO., LTD. All Rights Reserved. MAIN CHARACTER DESIGN:TETSUYA NOMURA

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Foliage and fur

What is the output ?

Rain in FFXV

Wet the dog

Dry dog Wet dog © SQUARE ENIX CO., LTD. All Rights Reserved. MAIN CHARACTER DESIGN:TETSUYA NOMURA

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Page 47: Physics Simulation R&D at - SQUARE ENIXPhD and post-doc at Tokyo University (2012) Research on physics simulation Mostly hairs and sand Particle simulation & wetting sand Hair simulation

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Foliage and fur

What are our choices ?

Simulation → No, too costly

Procedural vertex animation

© SQUARE ENIX CO., LTD. All Rights Reserved. MAIN CHARACTER DESIGN:TETSUYA NOMURA

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Page 48: Physics Simulation R&D at - SQUARE ENIXPhD and post-doc at Tokyo University (2012) Research on physics simulation Mostly hairs and sand Particle simulation & wetting sand Hair simulation

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Foliage and fur

What did we do ? and why ?

Do procedural vertex animation

Vertex color

wind influence quantity

Wind Length constraints

Foliage normal direction

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Foliage and fur

What did we do ? and why ?

Do procedural vertex animation

Wave function wind

Procedural vertex animation

Unnatural

Tricks More natural

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Page 50: Physics Simulation R&D at - SQUARE ENIXPhD and post-doc at Tokyo University (2012) Research on physics simulation Mostly hairs and sand Particle simulation & wetting sand Hair simulation

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Foliage and fur

What did we do ? and why ?

Do procedural vertex animation

More random look: add noise map

Noise map

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Page 51: Physics Simulation R&D at - SQUARE ENIXPhD and post-doc at Tokyo University (2012) Research on physics simulation Mostly hairs and sand Particle simulation & wetting sand Hair simulation

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Foliage and fur

What did we do ? and why ?

Still looks procedural → random travelling wind

Travelling wind

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Foliage and fur

Tricks

Vertex animation + normal vector animation

Fake the effect of leaves overlapping onto each other

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Page 53: Physics Simulation R&D at - SQUARE ENIXPhD and post-doc at Tokyo University (2012) Research on physics simulation Mostly hairs and sand Particle simulation & wetting sand Hair simulation

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Foliage and fur

Results

© SQUARE ENIX CO., LTD. All Rights Reserved. MAIN CHARACTER DESIGN:TETSUYA NOMURA

Ⓒ 2015 SQUARE ENIX CO., LTD. All Rights Reserved.

Page 54: Physics Simulation R&D at - SQUARE ENIXPhD and post-doc at Tokyo University (2012) Research on physics simulation Mostly hairs and sand Particle simulation & wetting sand Hair simulation

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Foliage and fur

Fur vertex animation

Waving fur is pretty much the same with foliage

Color texture instead of vertex color

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Page 55: Physics Simulation R&D at - SQUARE ENIXPhD and post-doc at Tokyo University (2012) Research on physics simulation Mostly hairs and sand Particle simulation & wetting sand Hair simulation

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Foliage and fur

Results

© SQUARE ENIX CO., LTD. All Rights Reserved. MAIN CHARACTER DESIGN:TETSUYA NOMURA

Ⓒ 2015 SQUARE ENIX CO., LTD. All Rights Reserved.

Page 56: Physics Simulation R&D at - SQUARE ENIXPhD and post-doc at Tokyo University (2012) Research on physics simulation Mostly hairs and sand Particle simulation & wetting sand Hair simulation

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Foliage and fur

Fur vertex animation

Procedural wet fur: mesh shrinking

Tangent

G-channel: + direction B-channel: - direction

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Page 57: Physics Simulation R&D at - SQUARE ENIXPhD and post-doc at Tokyo University (2012) Research on physics simulation Mostly hairs and sand Particle simulation & wetting sand Hair simulation

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Foliage and fur

Results

© SQUARE ENIX CO., LTD. All Rights Reserved. MAIN CHARACTER DESIGN:TETSUYA NOMURA

Ⓒ 2015 SQUARE ENIX CO., LTD. All Rights Reserved.

Page 58: Physics Simulation R&D at - SQUARE ENIXPhD and post-doc at Tokyo University (2012) Research on physics simulation Mostly hairs and sand Particle simulation & wetting sand Hair simulation

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Summary

Academia vs. Game Industry:

Motivation driven vs. production driven

Very limited resources on gaming consoles

The best tech is not always the best approach

R&D in soft body simulation

Fur, Hair, Cloth, etc…

Flexible/reusable system

Artists-friendly interface→cool results

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Page 59: Physics Simulation R&D at - SQUARE ENIXPhD and post-doc at Tokyo University (2012) Research on physics simulation Mostly hairs and sand Particle simulation & wetting sand Hair simulation

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Conclusion

What I like about the game industry

→ Heterogeneous environment

→ A lot of smart, talented people

→ “Hard” science + possibility for tricks = fun

→ Experiment on game assets

→ Cross-disciplinary team results

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Special thanks

To the 2nd business division and the Final

Fantasy XV team for giving me access to

awesome assets and letting me share these

results

My colleagues from the Advanced

Technology Division

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Q&A

[email protected]

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