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Intelligent Dynamic Lighting for Games and Interactive 3D Environments
College of Information Sciences and Technology
Penn State University
Friday, October 27, 2006
4:00-4:50pm,
61 SH
Abstract
During the past few years interactive 3D environments have become a
very important area of research and development. The game industry has
gained momentum becoming a multi-billion dollar industry with revenues
overcoming those of the movie industry. Enhancements made in computer
graphics, especially in real-time rendering, have made its way to game
environments. By today's standards, good or highly stylized graphics
is a must for every game release. While computer graphics techniques
have made it possible to produce aesthetically beautiful interactive
3D environments, the game industry still follows traditional visual
design methods used in animation or movie-making. In a highly dynamic
environment, such as a game environment, traditional visual design
techniques face several limitations: they are (1) time- and labor-
intensive, (2) rigid, as they do not adapt well to changes in physical
and dramatic configuration of scenes forcing designers to preset these
variables, and (3) designed based on control of timing and pacing
which are mostly player dependant. In this talk, I will discuss
results from several experimental studies addressing ineffectiveness
of static lighting design methods in some game situations. I will also
discuss a new lighting design model for games, addressing new lighting
design goals that are more suited for game environments. I will also
discuss a dynamic lighting model that can remedy the problems
discussed above by adding: (i) a high-level authoring tool to cut down
the content development time, (ii) an intelligent system that adapts
the lighting, accounting for context, timing, and gameplay - to
present a better adaptable solution to a dynamic environment.
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