“Fight Night Round 3 – PS3” by Electronic Arts
Notice: Pod Template PHP code has been deprecated, please use WP Templates instead of embedding PHP. has been deprecated since Pods version 2.3 with no alternative available. in /data/siggraph/websites/history/wp-content/plugins/pods/includes/general.php on line 518
Conference:
- SIGGRAPH 2007 More animation videos from SIGGRAPH 2007:
Notice: Array to string conversion in /data/siggraph/websites/history/wp-content/plugins/siggraph-archive-plugin/src/next_previous/source.php on line 345
Notice: Array to string conversion in /data/siggraph/websites/history/wp-content/plugins/siggraph-archive-plugin/src/next_previous/source.php on line 345
Title:
- Fight Night Round 3 - PS3
Company / Institution / Agency:
- Electronic Arts
Description:
The goal set for Fight Night Round 3 (PS3) was to strive for the highest attainable photorealism in real-time visuals. We modeled anatomically correct humans so they could stand up to close scrutiny. We showed them transitioning from bouncing, smiling athletes to swollen, bleeding warriors. We recreated the world of boxing with visuals that wow not just the gamer but any passing viewer. All this in HD, all this while avoid-ing the Uncanny Valley, and all this in real-time.
We spent hundreds of hours studying boxing films and the anatomy of boxers and the complexities involved in rendering skin and eyes. Assumptions were made about how to best achieve our goals on a new platform that had yet to be finalized, on technology that changed beneath us. To achieve these results, every detail had to be included and had to feel real. The skin shader had to calculate subsurface scattering, ambient occlusion, and spherical harmonics. It had to blend wrinkle maps and refract dynamic blood and sweat at 30 times a second. On top of that, camera effects of motion blur, depth of field, lens flares, radial blur, and colour filters deepened the cinematic experience.
Hardware:
Playstation 3
Software:
Maya 7, Photoshop, Mudbox, Zbrush
Additional Contributors:
Art Director: Christopher Sjoholm
Art Development Director: Kat Kelly Hayduk
Producer: Mike Blank
Lighting Lead: Celia Jepson
Character Lead: Rob Hilson
Rendering Lead: Andrew Ellem
Rendering SE: Vicki Ferguson
Technical Director: Pawel Siarkiewicz