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July 2006 Report
STAR TREK ONLINE
GRAPHICAL DEVELOPMENT SECRETS:
Achieving the look of your game.
by: Karl Hodtwalker
The July meeting of IGDA SF was all lights and mirrors, glitter, gloss and reflections - specifically, the lighting and visual elements of the upcoming Star Trek Online MMO, currently in development by Perpetual Entertainment. The evening's focus was on the methods by which PE sought to match the visual style of the well-known series… and the difficulties such a project entails.

After an introduction by Rudy Geronimo, the meeting began, presented by Ian Pieragostini, Lead Client Engineer for STO . Pieragostini outlined the process PE used in developing a graphics engine to give the genuine look and feel of Star Trek , also known as Visual Look Development. To start, Pieragostini addressed the interiors of the starships, a vital component to any Star Trek setting. Displaying several still photographs provided by the makers of the series, he explained the three primary reasons for the Visual Look Development phase:
- Gain confidence that the team can achieve the look. Star Trek has a distinct visual style, which is essential for games, movies, art, any media based upon the collective series. This style is not necessarily easy to replicate, for all of it being as iconic and well-known as it is.
- Opportunity to experiment and innovate. VLD allows the artists and lighting designers to test familiar techniques and invent new methods by which to achieve the distinctive look of Star Trek .
- Understand the technology. Many of the methods of generating lights, sheen and shadows are quite complex; by experimenting, the team can learn the limits of the engine, the styles of generating lights, and where new capabilities may be needed.
Pieragostini went on to speak about the three steps in Visual Look Development, and the important aspects of each:
- Concept Art. Absolutely essential for any form of electronic visual media, the STO team utilized a number of stills taken from the various Star Trek series in their efforts to match the visual style for STO . Special attention was paid to the techniques by which the distinctive visual effects of the starship interiors, lighting and surfaces.
- Research Techniques. Whether by researching the Nvidia and ATI graphic sites, by playing other games, by attending conferences, or ideally, by doing all three, it's vitally important to be familiar with the various methods and techniques by which cutting-edge graphics are achieved. PE paid special attention to the Doom 3 and Source engines for STO, particularly the use of dynamic lighting and shadows.
- Test Techniques. Another essential part of the process, the team must be certain that the chosen methods actually create the desired results, by using the creation tools, such as Maya, whenever possible. This stage allows a design team to select which techniques will actually be used, and which will be discarded. PE, for example, rejected the use of direct lighting when the results were rather less than the effects PE was looking for, settling instead on baked radiosity. Pieragostini also showed screenshots of some of the test images as examples.
At the end of the Visual Look Development process, the results must exist as in-game examples, using the game engine, and as close to shippable quality as possible, to ensure that the final look is indeed what the team is attempting to achieve with the final product. Pieragostini then took a few minutes to reward the audience with a number of in-game demos, including a mock-up where he was able to selectively disable elements of the lighting and texturing, providing an excellent visual example of the end results of each of the various techniques the STO team will employ in the final product. Moving on, he spoke some about the quite different challenges of lighting the exteriors of starships for outside and travel scenes, before addressing one of the many forms of lighting techniques the team would be employing: Pre-computed Radiance Transfer.
Since a complete explanation of how this technique works would be a subject for at least one entire presentation, Pieragostini elected to touch instead on the problems discovered by the STO team during the Visual Look Development process. While Pre-computed Radience Transfer can approximate complex shadows and dynamic lighting transfers, as the team discovered, it also had limitations on what it could do:
- Objects must be rigid - not a particularly large limitation when lighting starships, but worth mentioning.
- Lights must be at infinity - also not a particularly problematic limitation, as lights in space are infinite anyway.
- Per-vertex lighting only - a much larger problem, as the STO team found vertex counts skyrocketing on account of having to add large numbers of unnecessary vertices in order to have the starships lit correctly, thus increasing poly counts to levels the engine would have difficulty handling regularly.
- Lighting environments were approximated - the results of using Pre-computed Radience Transfer were not intuitive, in terms of effect, and would create strange lighting artifacts. As a result, the lighting artists were unable to achieve the results they desired.
- Cast shadows were too diffuse - even when an object rested upon the surface it cast its shadow upon, the shadow was too diffuse to be realistic; there seemed to be no effective way to remedy this problem.
In the end, the STO team elected to employ stencil shadows, environmental cube maps and shadow maps; the results were much more predictable, and ambient occlusion was deemed just as effective for contact shadows as Pre-computed Radiance Transfer, if not better. Having tested both methods extensively as part of the Visual Look Development process, the STO team was confident in their lighting choices.

Pieragostini concluded his presentation with a demo movie of a starship traveling through space, complete with special lighting effects, as well as a few bonus pieces of concept art to be used for STO. The meeting wrapped up with a Q&A session, where Pieragostini and a few visiting members of the PE team fielded questions about STO.
ABOUT THE SPEAKER:
Ian Pieragostini started his 11-year career in games by cold-calling the DirectX team at Microsoft, who hired him to write software renderers for DirectX 3. Since then he’s shipped numerous PC and console titles including Combat Flight Simulator and The Godfather. After working at industry leaders Microsoft and Electronic Arts, he is now the lead client engineer on Star Trek Online at Perpetual Entertainment.
MEETING SPACE GENEROUSLY PROVIDED BY:

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Upcoming Local Events
Guildhall Series: Mastering the Craft
of Online Gaming Infrastructure
19 April, San Francisco, CA, USA
http//www.guildhallseries.com/
The Guildhall Series focuses on the business side of operating online games. Mastering the Craft of Online Gaming Infrastructure is the first event of a four-part conference series. Focus will be on operating issues including payments, security, and bandwidth & hosting. Come share your ideas and learn what strategies, frameworks, and methodologies work for your online gaming business. Sign up before 02/15/07 for early registration discount. In addition, IGDA members should enter discount code “IGDA” to receive an additional 10% off.
Chapter Coordinator: Rudy Geronimo
IGDA SF Advisory Board:
Angus Chassels
Mark DeLoura, Ubisoft
Peter deVroede, Perpetual Entertainment
Jeremy Gordon, Secret Level
Bret Mogilefsky, SCEA
Webmaster: Brian Church
Chapter Reporter/Photographer: Karl Hodtwalker
To volunteer or be added to the IGDA SF anouncement list, email Rudy.
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