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The Full Spectrum Warrior Camera System

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The Full Spectrum Warrior Camera System. John Giors. Pandemic Studios, LLC. Introduction ... Disadvantages of the PC. Abrupt exit characteristic. Lag behind ... – PowerPoint PPT presentation

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Title: The Full Spectrum Warrior Camera System


1
The Full Spectrum Warrior Camera System
  • John Giors
  • Pandemic Studios, LLC

2
Introduction
  • Motivation
  • Very important topic
  • Doesnt seem to get attention
  • Trial and error process
  • Focus on FSW camera system
  • Some general conclusions

3
Road Map
  • Operational overview
  • Architecture
  • Motion system
  • Autolook
  • Collision avoidance
  • Debugging, tuning
  • Limitations
  • Recommendations future directions

4
Operational Overview
  • Pan and Tilt
  • Zoom
  • Switch teams
  • Select team members
  • Move target
  • Collision avoidance
  • Cut thru obstacle
  • GPS view
  • Free camera

5
Architecture
6
Cameras
  • Multiple independent cameras
  • Only one is viewed
  • Useful because
  • Viewing situations differ
  • Simpler compared to a single camera
  • Option to blend between cameras

7
Implementation
8
Camera Manager
  • Coordinates the cameras
  • Interacts with other systems

9
Motion System
10
Coordinate System
11
Target Points
  • Camera destination
  • Motion controller filters the position
  • Separates problems
  • Choosing viewing positions
  • Creating smooth motion

12
The Proportional Controller (PC)
  • Common technique
  • Advantages
  • Simple
  • Nice arrival characteristic

13
Disadvantages of the PC
  • Abrupt exit characteristic
  • Lag behind moving targets
  • Tuning issue, must choose between
  • Nice arrival characteristic
  • Lag

14
Modified Proportional Controller (MPC)
  • Limits acceleration
  • Controls exit characteristic
  • Compensates for lag

15
Limiting Acceleration
16
Compensating for Lag
Vt
Vk'
17
Target Point Problem
  • Expect camera to lock on to target point
  • However, acceleration is limited
  • Sudden stop will cause overshoot

18
Potential Solutions
  • Allow lag?
  • Smart overshoot algorithm?
  • Something else?

19
The FSW Solution
  • Sidestep the issue
  • Make target points behave reasonably
  • MPC algorithm unchanged
  • Inputs are improved

20
Position filtering
  • Examples
  • Soldier position is filtered by a PC
  • User inputs are smoothed

21
The FSW Autolook Feature
22
What is Autolook?
  • Soldiers use walls and corners as cover
  • Causes 50 view obstruction
  • Autolook dynamically alters framing
  • Reduces view obstruction

23
How Autolook Works
Original centerline
Modified centerline
Obstructing object.
Camera position
24
Before and After
25
Collision
  • Avoidance and cuts

26
Normal View Collisions
Lookat object
Environment
27
Flyby Collision Avoidance
Lookat object
28
Lookat Avoidance
29
Is Lookat Avoidance Needed?
  • Highly game dependent
  • Does your game use flybys?
  • Does the flyby approach head-on?
  • Do objects move quickly?

30
Avoidance Options
  • Modify the velocity
  • Fly past the object, then rotate
  • Change the target position
  • Keep environment in mind

31
Cut Through Obstacle
  • Destination on other side of obstacle
  • Begin flyby
  • Cut at specified distance from obstruction
  • Cut to unobstructed point on opposite side

32
Other Camera Cuts
  • Destination is beyond threshold distance
  • User input detected during flyby

33
Characters
  • Camera does not collide with characters
  • Characters become translucent

34
Debugging and Tuning Aids
  • Over 100 tune parameters
  • Debug displays
  • Raycasts
  • Viewing from multiple cameras
  • Input capture
  • Timescale

35
Field Of View (FOV)
  • Aesthetics vs. usability
  • FSW FOV 80 wide
  • Wider than typical 60
  • More information for player
  • Wider than 80 is disturbing
  • FOV is reduced for zoom effect

36
Limitations and Improvements
37
Main Camera Can Clip Walls
  • Rare and temporary
  • Would be nice to fix aesthetically
  • Risk
  • Decided to live with the issue

38
Tight Spaces
  • Sub-optimal playing perspective
  • Tight spaces avoided by design

39
Main Camera
  • Very complex
  • Multi-purposes
  • User controls
  • Flybys
  • Cinematics
  • Split by function

40
Wrapping Up
41
Recommendations, Part 1
  • Usability over aesthetics
  • Smooth motion (e.g., MPC)
  • Avoid quick pans
  • Separate user control from programmatic control
  • Multiple cameras

42
Recommendations, Part 2
  • Visual tuning and debugging aids
  • Look for alternative solutions
  • Look outside the camera itself
  • e.g., use translucency to avoid collisions
  • Often, these are better solutions

43
Future Directions
  • More published works
  • Integrating traditional cinematic ideas
  • Volumetric environmental examination
  • Better tuning/debugging feedback

44
Conclusion
  • Operation
  • Architecture, motion system, autolook
  • Collision avoidance
  • Debugging and tuning
  • Limitations
  • Recommendations future directions

45
Thanks!
  • Pandemic Studios and THQ
  • GDC committee
  • Mark Haigh-Hutchinson
  • The entire FSW team
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