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System for automated interactive lighting.

机译:自动交互式照明系统。

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Video games have grown to a billion dollar entertainment industry. Beyond entertainment, games are increasingly the target of serious research, from learning to "serious play", training, therapy, and communication. Alongside the expansion of game applications has come the expansion of game media. Games are now incredibly complex and expressive multimedia platforms that rival the highest fidelity tools of film or television. Independent of their applications, most games are visual works and any researcher or entertainer interested in games must first purposefully control and manipulate the visual substance of a game to achieve a goal. Therefore, this dissertation presents a focus on one factor that is inseparable from the visual experience of a game: lighting.;Our real world visual experience is shaped by light. The very structure of modern life is possible because we have transcended the constraints of natural day and night cycles and can effectively operate 24 hours a day. Games too are now shaped by light. Modern computer visualization, the process of generating an image of a virtual thing, now offers a physically realistic illumination model. Virtual illumination can produce nearly photorealistic images (literally, images that look like a photograph).;However, successful lighting in video games requires more than a physically realistic illumination model. Aesthetics and function are of equal or greater importance. Lighting can control visual focus, directing a player's gaze to important objects. It can also control mood and perceived emotion, communicating a narrative and engaging a player in a game world. The role of a lighting designer in games is therefore crucial.;Lighting designers control and purposefully manipulate light. A lighting designer in film will carefully control lighting, scene by scene and even frame by frame, to precisely convey emotion, control visual perception, and communicate intent. Game lighting designers face a challenge however, in that omniscient knowledge of a game's state at any time is not available to them in advance. A player can make many decisions that change the game world. For example, a film lighting designer might carefully arrange lighting to strike a specific visual cue when the lead actor crosses the threshold of a front door. However, a game lighting designer might also need to predict and accommodate a player coming in through a bedroom window, a player destroying the front door, a player never coming to the house at all, or a player coming to the house at a point in the story where the visual cue is no longer appropriate.;Under an assumption that game lighting designers require tools to design light that assist with the challenge of adapting to player interaction at runtime, this dissertation presents the design, development, and final product of research into a lighting design tool, the System for Automated Interactive Lighting (SAIL). The goal of this research was to develop an adaptive system that maintains lighting design goals (aesthetic and functional) in the context of unpredictable, interactive experiences.;This dissertation makes several contributions. As an artifact, SAIL offers functionality not available in existing automated lighting systems. As a design tool, SAIL may be useful as a pre-visualization or storyboarding tool. As an experimental instrument, SAIL offers the possibility of simplifying existing experiments into automated lighting and facilitating new types of experiments. SAIL's contributions are discussed in depth in Chapter 8. These contributions are supported by a qualitative study discussed in Chapters 6 and 7. These chapters also present several other interesting observations that may be useful in general to the field of automated lighting.
机译:电子游戏已经发展成为一个价值十亿美元的娱乐产业。除了娱乐之外,游戏也越来越成为认真研究的目标,从学习到“认真玩耍”,培训,治疗和交流。除了游戏应用程序的扩展之外,游戏媒体的扩展也随之而来。现在,游戏是极其复杂和富于表现力的多媒体平台,可与电影或电视的最高保真度工具相媲美。与其应用无关,大多数游戏都是视觉作品,任何对游戏感兴趣的研究人员或演艺人员必须首先有目的地控制和操纵游戏的视觉实质,以实现目标。因此,本论文着重于与游戏的视觉体验密不可分的一个因素:照明。;我们在现实世界中的视觉体验受光的影响。现代生活的结构是可能的,因为我们已经超越了自然昼夜周期的限制,可以一天24小时有效地工作。现在,游戏也受到灯光的影响。现代计算机可视化是生成虚拟物体图像的过程,现在提供了物理上逼真的照明模型。虚拟照明可以产生接近照片般逼真的图像(从字面上看,看起来像照片)。但是,视频游戏中成功的照明需要的不仅仅是物理上逼真的照明模型。美学和功能同等重要。灯光可以控制视觉焦点,将玩家的视线对准重要物体。它还可以控制情绪和感知的情感,传达叙事并使玩家参与游戏世界。因此,灯光设计师在游戏中的作用至关重要。灯光设计师控制并有目的地操纵灯光。电影中的灯光设计师将仔细控制灯光,逐场景甚至逐帧进行控制,以精确传达情感,控制视觉感知并传达意图。但是,游戏照明设计师面临一个挑战,因为他们事先无法获得关于游戏状态的全知。玩家可以做出许多改变游戏世界的决定。例如,当主角演员越过前门的门槛时,电影灯光设计师可能会精心安排灯光以吸引特定的视觉提示。但是,游戏照明设计师可能还需要预测和容纳玩家从卧室窗户进入的玩家,摧毁前门的玩家,根本不会上房的玩家或某个时候进入室内的玩家。在视觉提示不再合适的故事中;假设游戏照明设计师需要工具来设计灯光以应对在运行时适应玩家交互的挑战,本论文介绍了设计,开发和最终产品进入照明设计工具,即自动交互式照明系统(SAIL)。这项研究的目的是开发一种自适应系统,该系统在不可预测的交互式体验的背景下保持照明设计目标(美观和功能性)。作为工件,SAIL提供了现有自动照明系统中不可用的功能。作为设计工具,SAIL可用作预可视化或情节提要工具。作为实验仪器,SAIL提供了将现有实验简化为自动照明并促进新型实验的可能性。 SAIL的贡献在第8章中进行了深入讨论。这些贡献得到了第6章和第7章中讨论的定性研究的支持。这些章还提出了其他一些有趣的观察,这些观察通常可用于自动照明领域。

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