Panta Rhei (game Engine)
   HOME

TheInfoList



OR:

Panta Rhei is a
video game engine A game engine is a software framework primarily designed for the development of video games and generally includes relevant libraries and support programs. The "engine" terminology is similar to the term "software engine" used in the software in ...
developed by
Capcom is a Japanese video game developer and video game publisher, publisher. It has created a number of List of best-selling video game franchises, multi-million-selling game franchises, with its most commercially successful being ''Resident Evil' ...
, for use with 8th generation consoles
PlayStation 4 The PlayStation 4 (PS4) is a home video game console developed by Sony Interactive Entertainment. Announced as the successor to the PlayStation 3 in February 2013, it was launched on November 15, 2013, in North America, November 29, 2013 in ...
,
Xbox One The Xbox One is a home video game console developed by Microsoft. Announced in May 2013, it is the successor to Xbox 360 and the third base console in the Xbox series of video game consoles. It was first released in North America, parts of ...
; as a replacement for its previous
MT Framework MT Framework is a game engine created by Capcom. "MT" stands for "Multi-Thread", "Meta Tools" and "Multi-Target". While initially MT Framework was intended to power 2006's ''Dead Rising'' and '' Lost Planet: Extreme Condition'' only, Capcom late ...
engine.


Background and history

Following years of Capcom using their proprietary
MT Framework MT Framework is a game engine created by Capcom. "MT" stands for "Multi-Thread", "Meta Tools" and "Multi-Target". While initially MT Framework was intended to power 2006's ''Dead Rising'' and '' Lost Planet: Extreme Condition'' only, Capcom late ...
engine for video game development during the seventh generation of hardware, it was decided that to maximize productivity in the following generation of hardware it would be necessary to create a new development engine, now titled "Panta Rhei". This was intended for home consoles while games for
smartphone A smartphone is a portable computer device that combines mobile telephone and computing functions into one unit. They are distinguished from feature phones by their stronger hardware capabilities and extensive mobile operating systems, whic ...
s,
PlayStation Vita The PlayStation Vita (PS Vita, or Vita) is a handheld video game console developed and marketed by Sony Interactive Entertainment. It was first released in Japan on December 17, 2011, and in North America, Europe, and other international territo ...
and
Nintendo 3DS The is a handheld game console produced by Nintendo. It was announced in March 2010 and unveiled at E3 2010 as the successor to the Nintendo DS. The system features backward compatibility with Nintendo DS video games. As an eighth-generatio ...
still use the MT Framework Mobile & Lite engines. Specific design aims for the engine included increases in workflow efficiency by reducing iteration time for modifications to gameplay and game design. Additionally, the engine introduced improved physical modeling of fluids and emphasis on
global illumination Global illumination (GI), or indirect illumination, is a group of algorithms used in 3D computer graphics that are meant to add more realistic lighting to 3D scenes. Such algorithms take into account not only the light that comes directly from ...
rendering. Development of a new engine began in summer 2011. Features of the new development engine included: in-engine management of shader (GPU) programs; an engine virtual machine allowing game scripting to be written initially in C#; changes in organization of the workflow/content meant that backwards compatibility with the MT Framework engine was lost. The engine corresponds to
DirectX 11 Microsoft DirectX is a collection of application programming interfaces (APIs) for handling tasks related to multimedia, especially game programming and video, on Microsoft platforms. Originally, the names of these APIs all began with "Direct", ...
level of technology. The initial game to be developed with Panta Rhei was '' Deep Down'', whose team provided feedback on the engine development; development of the game and engine were carried out in parallel. A trailer for ''Deep Down'' and the Panta Rhei engine were publicly demonstrated by Yoshinori Ono at the PlayStation 4 unveiling event in February 2013., the ''Deep Down'' technology demo used ~3GB of textures, with 30
shader In computer graphics, a shader is a computer program that calculates the appropriate levels of light, darkness, and color during the rendering of a 3D scene - a process known as ''shading''. Shaders have evolved to perform a variety of spec ...
s, running at approximately 30 frames per second. Graphics techniques used in the ''Deep Down'' demo included tessellation (actors cloak); with deferred rendering implementing dynamic lightsources; and surfaces rendered including diffuse and specular light reflections with surface roughness implemented by the
Oren–Nayar reflectance model The Oren–Nayar reflectance model, developed by Michael Oren and Shree K. Nayar, is a reflectivity model for diffuse reflection from surface roughness, rough surfaces. It has been shown to accurately predict the appearance of a wide range of natu ...
; global illumination calculations (such as light from a dragon's fiery breath) were estimated using the 'voxel cone tracing' method (with 1 specular 'ray' and an approximation to 12 dodecahedrally situated 'rays', sampled at a lower resolution, for diffuse reflectance); moving light sources including flames were modeled using a 64x64x64
voxel In 3D computer graphics, a voxel represents a value on a regular grid in three-dimensional space. As with pixels in a 2D bitmap, voxels themselves do not typically have their position (i.e. coordinates) explicitly encoded with their values. Ins ...
(voxel cube size ~0.5m) implemented as 3D textures stored in a
Mipmap In computer graphics, mipmaps (also MIP maps) or pyramids are pre-calculated, optimized sequences of images, each of which is a progressively lower resolution representation of the previous. The height and width of each image, or level, in the m ...
like structure. Further technology demos showcasing fluid simulations of fire and smoke in the Panta Rhei engine were released in August 2013. The tech demo demonstrated the engine's use of volume-based simulations of fire (also used in the February 2013 ''Deep Down'' video), as opposed to less functional 2D "billboarded" (see Sprite) based depictions. The demos used a volume (
voxel In 3D computer graphics, a voxel represents a value on a regular grid in three-dimensional space. As with pixels in a 2D bitmap, voxels themselves do not typically have their position (i.e. coordinates) explicitly encoded with their values. Ins ...
) based physical simulation of the fluid, with fixed voxel size. The simulation of fluid flow used a semi-Lagrangian method for approximations to the solution of the
advection In the field of physics, engineering, and earth sciences, advection is the transport of a substance or quantity by bulk motion of a fluid. The properties of that substance are carried with it. Generally the majority of the advected substance is al ...
equation - specifically vorticity confinement simulations with the MacCormack method used to obtain solutions. The voxel representation of the fluid required a 'ray marching' graphics rendering process (see
Volume ray casting Volume ray casting, sometimes called volumetric ray casting, volumetric ray tracing, or volume ray marching, is an image-based volume rendering technique. It computes 2D images from 3D volumetric data sets (3D scalar fields). Volume ray casting, ...
);
self-shadowing Self-Shadowing is a computer graphics lighting effect, used in 3D rendering applications such as computer animation and video games. Self-shadowing allows non-static objects in the environment, such as game characters and interactive objects ...
of fluids, and scattering were also implemented in the engine demos. Further details of the game engine were discussed at a talk at CEDEC (CESA Developers Conference) 2014 given by Hitoshi Mishima (三嶋 仁) and Haruna Akuzawa (阿久澤陽菜). In common with other PS4/Xbox One generation rendering engines the Panta Rhei engine used
physically based rendering Physically based rendering (PBR) is a computer graphics approach that seeks to render images in a way that models the flow of light in the real world. Many PBR pipelines aim to achieve photorealism. Feasible and quick approximations of the b ...
methods for calculating lighting reflectance; demonstrations based around the ''Deep Down'' Panta Rhei development videogame used an Oren-Nayar model for diffuse reflectance, Cook-Torrance model for
specular highlight A specular highlight is the bright spot of light that appears on shiny objects when illuminated (for example, see image on right). Specular highlights are important in 3D computer graphics, as they provide a strong visual cue for the shape of a ...
s (replacing a Blinn–Phong shading model used in earlier demonstrations). Demonstrations used
tile-based deferred rendering Tiled rendering is the process of subdividing a computer graphics image by a regular grid in optical space and rendering each section of the grid, or ''tile'', separately. The advantage to this design is that the amount of memory and bandwidth is re ...
generally, with forward rendering also applied for simulations of translucent skin effects, and other transparent objects. Indirect lighting was demonstrated again, using a 128x128x128
voxel In 3D computer graphics, a voxel represents a value on a regular grid in three-dimensional space. As with pixels in a 2D bitmap, voxels themselves do not typically have their position (i.e. coordinates) explicitly encoded with their values. Ins ...
grid representing local light intensity, and voxel cone tracing along 12 directions (dodecahedral). Specific demonstrations at CEDEC were a pre-integrated skin shader for simulation of light through (human/animal) skin effects, and a 'liquid' shader; surface reflections were modelled using a screen space reflection technique originally developed by
Crytek Crytek GmbH is a German video game developer and software developer based in Frankfurt. Founded by the Yerli brothers in Coburg in 1999 and moved to Frankfurt in 2006, Crytek also operates further studios in Kyiv, Ukraine and Istanbul, Turkey. ...
, utilising parallax-corrected environmental maps; a hair modelling effect using runtime
compute shader In computing, a compute kernel is a routine compiled for high throughput accelerators (such as graphics processing units (GPUs), digital signal processors (DSPs) or field-programmable gate arrays (FPGAs)), separate from but used by a main progr ...
generation of hair positions, in conjunction with tessellation. In November 2014 at
AMD Advanced Micro Devices, Inc. (AMD) is an American multinational semiconductor company based in Santa Clara, California, that develops computer processors and related technologies for business and consumer markets. While it initially manufactur ...
's "Future of Compute" Singapore conference Masaru Ijuin of Capcom announced that AMD's Mantle API technology was being incorporated into the game engine.


References


Sources

* * * *


External links

* {{Video game engines Capcom Video game engines