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Valve Software recently invited several hardware editors from major web sites to visit Valve and see the new Day of Defeat movie - in order to drive some new features in the Source engine. Web sites with representatives at this discussion included GD Hardware, Tom’s Hardware, X-bit Labs, Bit-tech, Extreme Tech, Anandtech, HardOCP, PC Perspective, Gaming Zone, and Hot Hardware.

The people from Valve who spoke at this discussion, were Erik Johnson – project manager who served as our host for the day; Jason Mitchell, software developer and programmer who spoke at length about depth of field and motion blur effects; James Grieve, a software developer for Valve who spoke succinctly about color correction techniques, and Marc Scaparro, who enlightened us about how the various effects were used, during given points of the trailer.

 

 

 


Jason Mitchell spent 8 years working for ATI, where he headed up the 3D Application Research Group. He is now utilizing his 3D graphics hardware wizardry on new projects at Valve. Gabe Newell who is the Founder and Managing Director of Valve, made several poignant points during the presentation. Doug Lombardi, Director of Marketing also made appropriate references and helped bring the whole gathering together with the help of able assistant Ms. Kathy Gehrig.

Now that we’ve given you a little bit of background on our presenters – let’s find out what all the hoopla was about.

Valve wanted to take what they learned from developing Lost Coast to the technology folks who worked diligently on Day of Defeat: Source. The DOD trailer was made in order to show filmic effects in the Source Engine, such as the HDR lightning initially presented in Lost Coast, along with other technologies which are being added incrementally. The DOD film that Valve made will be used to show off these post processing results.

Valve’s Jason Mitchell made a comment at the beginning of the presentation stating “We are applying complexity that isn’t really there”. By using the aforementioned filmic effects, it gave the trailer a World War II newsreel type look. Video games have focused on explicit complexity in order to increase realism in games. This was discussed as an area of perception for those growing up with still and motion photography.

In the DOD trailer, standard models, textures and physics were used. The animation was player driven. Much of the realism in this trailer comes from the filmic effects that Valve has developed. The trailer was constructed piece by piece.

Some of the initial goals were to increase realism by implying complexity, and to use filmic effects over existing game assets. By using the considerable assets that Valve already has, they can get the most out of the content they have already produced.

The non real-time effects that Valve implemented were Motion Blur and Depth of Field, and these are being used in order to steer future hardware requirements and needs. The real-time effects include Color Correction, and the use of Film Grain and Dust. To paraphrase what was discussed at the Hardware Editor’s Day at Valve – Video games have historically focused on explicit complexity, i.e. polygonal and texture complexities, while ignoring non three dimensional solutions. Film grain, depth of field, and motion blur do indeed reduce the actual “fidelity” of the image, but perceptually, the scene becomes more complex due to the visual cueing.

With Valve creating the Day of Defeat trailer, they were able to use all in game assets, such as the standard shipping shaders, textures, models, physics, and player driven animation. The trailer was made “on location” in the game Day of Defeat. How did Valve do it? The realistic and stylized looks of this piece come from the filmic post processing, by using motion blur, depth of field, color correction and film grain effects. One of their stated goals was to render images over some finite duration of time, instead of the way games currently typically render images representing the state of the world, at infinitesimal instances in time.

Please click here to view the DOD movie trailer as produced by Valve - converted to DIVX/XVID
(please note this file is almost 60 megabytes, if you are having troubles streaming, right click save as)

Below is an image without any effects.


No Effects

Motion blur in films and games, present a virtual sequence of images to the end user at a fixed frame rate. Typically, these values are 24Hz for film, and 29.97Hz for video. According to Valve’s slide presentation, real or virtual film is exposed to the continuously moving world during that finite period of time, approximately 1/24th of a second, etc. This is because elements of a scene which are in motion (this includes the camera and viewer) become blurred due to their motion across the image during exposure. What Valve has discovered is this technique brings a surprising amount of “weight” to the particular scene, thus causing the viewer to then perceive more complexity. In other words by using this particular technique of motion blur, think of this as antialiasing in time, rather than in space. Jason Mitchell from Valve stated “The camera itself can be in motion and causes certain characteristics of blurring in the image itself.” Of course discerning readers will note that anti-aliasing has been a hot topic the past few years, being shown discrete images in time.

Below please note the example picture, with no effects except for motion blur noted on the right split screen.


No Depth of Field or Motion Blur //// Motion Blur

Next, we will move onto a brief discussion of Depth of Field. This is the use of focal distance and developing techniques to bring the language of cinema to the games. You can think of focal distance as another information substance in game play. Physical cameras inherently have a focal distance, meaning that points in the scene which are nearer or farther than this distance become increasingly blurry. Depth of Field is used to dramatic effect in still photography as well as in the motion picture field. This can draw the user’s attention to specific scene elements. Computer generated graphics typically use a pinhole camera model which produces in-focus images everywhere.

Let’s examine a few more frame captures to see how Depth of Field plays a significant role in game development of the future.


no Depth of Field or Motion Blur

The image above again depicts no Depth of Field or Motion Blur – next we will look at a still screen capture shot which shows the blurring in the distance below.


blur in the distance

The next image below shows a viewpoint from the camera strafing left, with the soldiers in motion. This particular screen capture used Motion Blur effects only. Note the shadows under the characters as they move.


Motion Blur effects only

Here is another shot with no Depth of Field or Motion Blur below.


no Depth of Field or Motion Blur

Next we move on to a picture showing Depth of Field only, located below. Note how your eyes are drawn to the sharp balcony.


Depth of Field

The next image is the same shot, only it is using Motion Blur effects only. The balcony is not as sharp nor does it draw focus like using Depth of Field did.


Motion Blur effects only

Below please find a shot of using both Depth of Field and Motion Blur combined to see those results.


Depth of Field and Motion Blur

The image below shows no Depth of Field, with Motion Blur effects included below.


no Depth of Field, with Motion Blur effects

A single split screen windowed view shows no effects of Depth of Field or Motion Blur on the left side of the image below, while Depth of Field and Motion Blur is turned on in the right side of the image.


mixed image (read above)

The following are download links, containing 25 seconds of the DOD trailer that Valve made.

dod_tech_01_none - This is the first clip with no effects at all

The next clip is a split screened movie, with no effects on the left side, and Depth of Field has been invoked on right side of screen.

dodt_tech_02_split_dof_b

The next following link below shows the same 25 second clip, split screened, with no effects on the left side and Motion Blur on in the right side of screen.

dodt_tech_03_split_mblur_b

In the next 25 second clip of the same DOD trailer, notice that the screen is split again, and this time both Depth of Field and Motion Blur are turned on below.

dodt_tech_04_split_both_b

Finally our last clip of the same length shows both Depth of Field and Motion Blur turned on with the full screen displayed.

dodt_tech_05_both

 


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