Building Blocks Artist Driven Procedural Buildings James Golding - Epic Games.

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Building Blocks Artist Driven Procedural Buildings James Golding - Epic Games

Transcript of Building Blocks Artist Driven Procedural Buildings James Golding - Epic Games.

Page 1: Building Blocks Artist Driven Procedural Buildings James Golding - Epic Games.

Building BlocksArtist Driven Procedural Buildings

James Golding - Epic Games

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Who Am I

• Started as Field Engineer at MathEngine– Oxford, UK– 1999-2003

• Senior Programmer at Epic Games– Raleigh, NC, USA– Worked here for nearly 8 years– Physics, animation, tools, gameplay…– Shipped some games

• Unreal Tournament 2003, 2004, UT3,

• Gears of War 1 & 2

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Who Is This Talk For

• Programmers

• Level Designers

• Technical Artists

• There is no code, I promise!

• Anyone who thinks about building big cities for games

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Our Goals

• Good looking buildings with high visual density

• Easily change shape and size for gameplay

• Automatically generate LODs

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Not Our Goals

• We are not interested in generating entire city with one button, or even an entire building, but decorating a building defined by designer.

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Existing Approaches• Use level geometry tools, cover with meshes

– Lots of work placing meshes– Painful to change meshing

• Build custom building meshes– Hard to adjust for gameplay – Each one needs LOD custom made

• Simple shapes with tiling material– Did not meet our visual bar

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New Approach

• Designer creates 'high level' description of building

• Artists build a library of rectangular, modular, facade meshes

• Artist creates 'ruleset' which describes how facade pieces are used

Initial idea from "Procedural Modeling of Buildings" by Müller et al. (2006, ETH Zurich)

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Additional Benefits

• Can easily change the look of each building

• Can totally change meshing approach

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Defining Building Shape

• Collection of simple shapes

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Defining Building Shape

• Apply ‘Ruleset’ to group

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Defining Building Shape

• Can easily modify building at any time

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Breaking It Down• Starting with a reference photo

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Breaking It Down• Artist breaks it into modular meshes

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Breaking It Down• Procedural system places meshes

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‘Scopes’

• A ‘scope’ is a 2D rectangle– Location– Orientation– Dimensions

• Tool takes 3D building shape and extracts set of scopes

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Extracting Rectangles

• Certain areas are not rectangular– Walls - if roof is not flat– Roof - if building plan is non-rectangular

• We make simple polygons to fill holes

• Don’t extract scope from roof– always just big polygon

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Extracting Rectangles

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Rules?

• Each rule can do one of two things:– Split a scope into smaller scopes– Place mesh that fills the scope area on the

building facade

• Forms a graph

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Rules?

• A grammar for describing facades– ‘Context Free’

• Graph of nodes good for a graphical tool– More visual = happy artists

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The Rules

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Mesh Rule

• Artist specifies – What mesh – X and Z extent that it fills

• Easy to scale and place instance – scale = desired size/defined size

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Mesh Rule

• Initial concerns over scaling of artist built meshes– System lets you specify which meshes are

scaled and which are not– Generally not visually noticeable with building-

type meshes– Needs to avoid tiny doors etc

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Repeat Rule

• Choose an axis (X or Z)• Break up scope along that axis into equal size pieces• Ensure no piece along axis is larger than defined

maximum size• Generates varying number of new scopes, depending on

building size

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Repeat Rule

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Split Rule

• Designer specifies axis and number of scopes to break into.

• Each split can be fixed size or variable.• Always require one of the splits to be variable.• If scope is too small to fit in fixed size areas, must

discard them.• Similar to windowing toolkits (wxSizer etc)

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Split Rule

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Alternate Rule

• Hard to achieve ABABA 'fence post' layout with just repeat and split.

• A is fixed, B is stretchy.

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Alternate Rule

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Occlusion Rule• Quickly find that meshes are being placed where not seen• Needed for intersections between buildings to look good

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Occlusion Rule

• Output is 'clear', 'blocked' or 'partial'– Don't place mesh if 'blocked'– Can choose different mesh depending on

'clear' and 'partial'

• Initially this was a separate rule node– Used so frequently, we included this into the

Mesh rule

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Occlusion Rule

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Top/Bottom Rule

• Don't want shop fronts at the bottom of every scope in building

• Performs different actions if bottom of scope is at bottom of entire building

• Does same thing for top (e.g. large trim at very top)

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Top/Bottom Rule

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Random Rule

• Does not resize scope

• Executes to N out of the M possible child Rules

• Allows meshes on top of each other– E.g. a Window mesh with random AC unit

and/or awning.

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Random Rule• Composite regions like random shopfronts

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Random Rule

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Random Rule

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Quad Rule

• Sometimes you DO want a tiling material

• Simple variation of Mesh Rule

• Adjusts UVs to tile base on scope size– Same logic as Repeat Rule

• Second non-tiling UV channel

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Quad Node

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Sub Ruleset

• Allow a Ruleset to refer to other Rulesets

• Complicated Rulesets can be reused.

• Terrifying prospect of recursive architecture!

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Size Rule

• Simple choice based on dimension– Useful for fixing ‘squeezing’

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Size Rule

Without Size Rule With Size Rule

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Variations

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Variations• Each side of a building may need to look

different

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Variations

• Initially allowed Level Designers to assign rulesets per-face– Corners usually looked bad– Artists had no control over ruleset

combinations

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Variations

• Each face of a building volume can have a variation ‘name’ set on it– Special rule node uses that to decide which

output to fire– Level designer can choose ‘front’, ‘side’ etc.– Ruleset designer can ensure they all match

nicely

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Variations

Context menu on each face offers variations created by artist

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Variations

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Corners

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Trim And Corners

• Making trim work around corners is one of the hardest parts

• We came up with three approaches to decorating corners

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Trim And Corners• Build Rulesets with flat edges

– Only really possible with modern architecture

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Trim And Corners• Cover corner with mesh, at average angle

between faces– LDs did this manually on previous games

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Trim And Corners• Building custom corner pieces

– use custom Rule to pick correct piece based on angle– lots of custom meshes need making– limit LD to certain angles

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Corner Rule• Each scope ‘owns’ its left edge• Use angle to scope on left to pick mesh• Asks scope to right how much ‘space’ to leave

there

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Corner Rule

• Allows mixing rule sets with different corner sizes

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Corner Rule

• This requires edge<->scope map– Array of ‘top level scopes’– Array of ‘edges’

• I am scope 3’s left edge and scope 12’s right edge• This is my start and end location• This is my angle

• Build this map as part of scope extraction

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Corner Rule

• Requires each edge to only have 2 scopes

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Corner Rule

• Split entire building at each roof level

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Corner Rule

• Also produces pleasing architecture

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Corner Rule

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Other Features

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Roof• Curved Corners

– From each vertex of roof poly, can find its Corner Rule– Add options to Corner Rule to describe corner shape– Use that to reshape the corner

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Roof

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Floor• Option to run rules ‘on top’ of big floor poly

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Player Collision

• Can use the simple 'building volume’– Fast– Smooth

• Certain meshes can be flagged as having collision in addition to this

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Parameters• Expose parameters in shaders applied to

building pieces– Wall Diffuse and Specular Color– Window Diffuse and Specular Color

• Gives more variation for no memory cost

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Rendering Approach

• Buildings tend to be made of many copies of a few meshes – trim, window frame, columns…

• Lots of draw calls

• Initially tried merging meshes to reduce sections– Huge vertex/index buffers!

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Rendering Approach

• Instanced rendering!

• Different on all 3 platforms– Need to duplicate index buffer etc.

• Trade-off index buffer memory for speed

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Window Interiors

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Window Interiors• Three textures - one for each depth

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Window Interiors• Use mask to offset texture UV based on cam

vector

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Window Interiors• Pack all masks into one texture

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LOD

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Building LOD

• Low LOD mesh is automatically created– Mesh the same shape as the volume used to

construct building

• Renders high detail meshes into texture– All faces atlassed into one texture

• Low LOD mesh is always loaded– Textures can stream in different mip levels

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Building LOD

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Windows

• Buildings all have glass windows – reflective with cubemaps – LOD needs a mask for reflective windows – losing reflection creates very noticeable pop

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Windows

Diffuse Window Mask Lighting

We render 3 passes:

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Windows

Diffuse + Window Mask Mask stored as 1 bit alpha in DXT1

Lighting Lower resolution

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Windows

• Advantages to 2 texture approach:– Lighting texture can be lower resolution– Lets us light cubemap ‘glass’ areas– Allows building instances

• Share Diffuse but unique Lighting• Reduces variety of buildings, but uses less LOD

texture memory

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Building LOD

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Transitions

• Using dither approach to transition

• Objects attached to building change when building does– A/C units, pipes, signs etc– Captured by render-to-texture process

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Transitions

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Transitions

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LOD Quad

• Idea for automatic intermediate LOD• All meshes after rule collapse to single quad• Quad uses LOD texture

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LOD Quad

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What’s Next

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What’s Next

• More orthogonal variation ‘channels’

• Decal support within ruleset

• Apply rules to triangular regions

• Interiors– Transition (doors)– Collision

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Conclusion

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Conclusion

• Good looking buildings with high visual density

• Easily change shape and size for gameplay

• Automatically generate LODs

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Conclusion

• Keeps artist and level designer workflows from colliding

• One change to a ruleset, the whole city changes

• Artists willing to learn a crazy new system and push it are invaluable and awesome

• Thanks Pete

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Conclusion• Rulesets everywhere!

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