SSX Procedural Slides
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Transcript of SSX Procedural Slides
![Page 1: SSX Procedural Slides](https://reader034.fdocuments.us/reader034/viewer/2022050804/553597b855034676718b466d/html5/thumbnails/1.jpg)
Procedural Generation of Mountains and Tracks in SSX
with Caleb Howard
This interview will begin shortly...
Stay tuned!
![Page 2: SSX Procedural Slides](https://reader034.fdocuments.us/reader034/viewer/2022050804/553597b855034676718b466d/html5/thumbnails/2.jpg)
Procedural Generation of Mountains and Tracks in SSX
with Caleb Howard
![Page 3: SSX Procedural Slides](https://reader034.fdocuments.us/reader034/viewer/2022050804/553597b855034676718b466d/html5/thumbnails/3.jpg)
Challenges
![Page 4: SSX Procedural Slides](https://reader034.fdocuments.us/reader034/viewer/2022050804/553597b855034676718b466d/html5/thumbnails/4.jpg)
Automatic vs. Procedural
How do procedural techniques fit in to the game development process? Are we trying to replace
artists and designers?
![Page 5: SSX Procedural Slides](https://reader034.fdocuments.us/reader034/viewer/2022050804/553597b855034676718b466d/html5/thumbnails/5.jpg)
Elevation Data
![Page 6: SSX Procedural Slides](https://reader034.fdocuments.us/reader034/viewer/2022050804/553597b855034676718b466d/html5/thumbnails/6.jpg)
Elevation Data
![Page 7: SSX Procedural Slides](https://reader034.fdocuments.us/reader034/viewer/2022050804/553597b855034676718b466d/html5/thumbnails/7.jpg)
Agenda
1. Tracks & Gameplay
2. Surrounding Terrain
3. Tool Pipeline
4. Workflow
5. Discussion
![Page 8: SSX Procedural Slides](https://reader034.fdocuments.us/reader034/viewer/2022050804/553597b855034676718b466d/html5/thumbnails/8.jpg)
TRACKS & GAMEPLAY Part 1.
![Page 9: SSX Procedural Slides](https://reader034.fdocuments.us/reader034/viewer/2022050804/553597b855034676718b466d/html5/thumbnails/9.jpg)
The Track
![Page 10: SSX Procedural Slides](https://reader034.fdocuments.us/reader034/viewer/2022050804/553597b855034676718b466d/html5/thumbnails/10.jpg)
Track “Ribbons”
![Page 11: SSX Procedural Slides](https://reader034.fdocuments.us/reader034/viewer/2022050804/553597b855034676718b466d/html5/thumbnails/11.jpg)
Ribbon Controls
![Page 12: SSX Procedural Slides](https://reader034.fdocuments.us/reader034/viewer/2022050804/553597b855034676718b466d/html5/thumbnails/12.jpg)
Ribbon Parameters
• Difficulty is set first.
• Parameters:
► Slope.
► Turns.
► Hazards.
• Branch Probabilities.
![Page 13: SSX Procedural Slides](https://reader034.fdocuments.us/reader034/viewer/2022050804/553597b855034676718b466d/html5/thumbnails/13.jpg)
Track Geometry
![Page 14: SSX Procedural Slides](https://reader034.fdocuments.us/reader034/viewer/2022050804/553597b855034676718b466d/html5/thumbnails/14.jpg)
Swept Profiles
![Page 15: SSX Procedural Slides](https://reader034.fdocuments.us/reader034/viewer/2022050804/553597b855034676718b466d/html5/thumbnails/15.jpg)
Meshes
![Page 16: SSX Procedural Slides](https://reader034.fdocuments.us/reader034/viewer/2022050804/553597b855034676718b466d/html5/thumbnails/16.jpg)
Advanced Profiles
![Page 17: SSX Procedural Slides](https://reader034.fdocuments.us/reader034/viewer/2022050804/553597b855034676718b466d/html5/thumbnails/17.jpg)
Dynamic Profiles
![Page 18: SSX Procedural Slides](https://reader034.fdocuments.us/reader034/viewer/2022050804/553597b855034676718b466d/html5/thumbnails/18.jpg)
Subtracting Tunnels
![Page 19: SSX Procedural Slides](https://reader034.fdocuments.us/reader034/viewer/2022050804/553597b855034676718b466d/html5/thumbnails/19.jpg)
Underlying Representation (1)
![Page 20: SSX Procedural Slides](https://reader034.fdocuments.us/reader034/viewer/2022050804/553597b855034676718b466d/html5/thumbnails/20.jpg)
Underlying Representation (2)
![Page 21: SSX Procedural Slides](https://reader034.fdocuments.us/reader034/viewer/2022050804/553597b855034676718b466d/html5/thumbnails/21.jpg)
SURROUNDING TERRAIN Part 2.
![Page 22: SSX Procedural Slides](https://reader034.fdocuments.us/reader034/viewer/2022050804/553597b855034676718b466d/html5/thumbnails/22.jpg)
Skirt Generation
![Page 23: SSX Procedural Slides](https://reader034.fdocuments.us/reader034/viewer/2022050804/553597b855034676718b466d/html5/thumbnails/23.jpg)
Skirt Generation
![Page 24: SSX Procedural Slides](https://reader034.fdocuments.us/reader034/viewer/2022050804/553597b855034676718b466d/html5/thumbnails/24.jpg)
Texturing
![Page 25: SSX Procedural Slides](https://reader034.fdocuments.us/reader034/viewer/2022050804/553597b855034676718b466d/html5/thumbnails/25.jpg)
Surfacing
![Page 26: SSX Procedural Slides](https://reader034.fdocuments.us/reader034/viewer/2022050804/553597b855034676718b466d/html5/thumbnails/26.jpg)
Mesh Decimation
![Page 27: SSX Procedural Slides](https://reader034.fdocuments.us/reader034/viewer/2022050804/553597b855034676718b466d/html5/thumbnails/27.jpg)
Rocks
![Page 28: SSX Procedural Slides](https://reader034.fdocuments.us/reader034/viewer/2022050804/553597b855034676718b466d/html5/thumbnails/28.jpg)
Trees
![Page 29: SSX Procedural Slides](https://reader034.fdocuments.us/reader034/viewer/2022050804/553597b855034676718b466d/html5/thumbnails/29.jpg)
Instance Placement
![Page 30: SSX Procedural Slides](https://reader034.fdocuments.us/reader034/viewer/2022050804/553597b855034676718b466d/html5/thumbnails/30.jpg)
Manual Placement
Are all trees placed automatically? Did the artists need tools to move trees that were generated?
![Page 31: SSX Procedural Slides](https://reader034.fdocuments.us/reader034/viewer/2022050804/553597b855034676718b466d/html5/thumbnails/31.jpg)
Surface Alteration
![Page 32: SSX Procedural Slides](https://reader034.fdocuments.us/reader034/viewer/2022050804/553597b855034676718b466d/html5/thumbnails/32.jpg)
Distant Mountains
![Page 33: SSX Procedural Slides](https://reader034.fdocuments.us/reader034/viewer/2022050804/553597b855034676718b466d/html5/thumbnails/33.jpg)
TOOL PIPELINE Part 3.
![Page 34: SSX Procedural Slides](https://reader034.fdocuments.us/reader034/viewer/2022050804/553597b855034676718b466d/html5/thumbnails/34.jpg)
Houdini
![Page 35: SSX Procedural Slides](https://reader034.fdocuments.us/reader034/viewer/2022050804/553597b855034676718b466d/html5/thumbnails/35.jpg)
Houdini
![Page 36: SSX Procedural Slides](https://reader034.fdocuments.us/reader034/viewer/2022050804/553597b855034676718b466d/html5/thumbnails/36.jpg)
Node-Based Pipeline
![Page 37: SSX Procedural Slides](https://reader034.fdocuments.us/reader034/viewer/2022050804/553597b855034676718b466d/html5/thumbnails/37.jpg)
SSX Pipeline
Path Terrain Instances Mesh Lights Audio Effects
![Page 38: SSX Procedural Slides](https://reader034.fdocuments.us/reader034/viewer/2022050804/553597b855034676718b466d/html5/thumbnails/38.jpg)
Procedural Benefits
What are the benefits of node-based pipelines for procedural generation?
![Page 39: SSX Procedural Slides](https://reader034.fdocuments.us/reader034/viewer/2022050804/553597b855034676718b466d/html5/thumbnails/39.jpg)
Houdini and SSX
How many custom nodes were written for Houdini to implement the SSX pipeline?
![Page 40: SSX Procedural Slides](https://reader034.fdocuments.us/reader034/viewer/2022050804/553597b855034676718b466d/html5/thumbnails/40.jpg)
WORKFLOW Part 4.
![Page 41: SSX Procedural Slides](https://reader034.fdocuments.us/reader034/viewer/2022050804/553597b855034676718b466d/html5/thumbnails/41.jpg)
Old Ways
Build Pipeline
Test Pipeline
Lock Pipeline
![Page 42: SSX Procedural Slides](https://reader034.fdocuments.us/reader034/viewer/2022050804/553597b855034676718b466d/html5/thumbnails/42.jpg)
Proof Of Concept
![Page 43: SSX Procedural Slides](https://reader034.fdocuments.us/reader034/viewer/2022050804/553597b855034676718b466d/html5/thumbnails/43.jpg)
Proof Of Concept
![Page 44: SSX Procedural Slides](https://reader034.fdocuments.us/reader034/viewer/2022050804/553597b855034676718b466d/html5/thumbnails/44.jpg)
With Designers
How difficult was it to get designers on board with procedural generation?
![Page 45: SSX Procedural Slides](https://reader034.fdocuments.us/reader034/viewer/2022050804/553597b855034676718b466d/html5/thumbnails/45.jpg)
With Artists
Similarly, was it more difficult for the artists that were not familiar with procedural generation?
![Page 46: SSX Procedural Slides](https://reader034.fdocuments.us/reader034/viewer/2022050804/553597b855034676718b466d/html5/thumbnails/46.jpg)
DISCUSSION Part 5.
![Page 47: SSX Procedural Slides](https://reader034.fdocuments.us/reader034/viewer/2022050804/553597b855034676718b466d/html5/thumbnails/47.jpg)
Credits
• Tom Munro
• Ryan Ackert
• Brendon Vitz
• Craig Hall
• Carlos Lemus
• Bryn Wyka
• Demetrius Apostopoulos
• Ivan DeWolf
• Carlos Lemus
![Page 48: SSX Procedural Slides](https://reader034.fdocuments.us/reader034/viewer/2022050804/553597b855034676718b466d/html5/thumbnails/48.jpg)
Procedural Generation of Mountains and Tracks in SSX
with Caleb Howard