Brick by Brick: Building a Better Game with LEGO* Minifigures Online

Optimizing graphics for Intel® Core™ processors as well as Intel® Atom™ processors is rapidly becoming a strategic imperative for game developers. This article describes how Funcom developed LEGO* Minifigures Online (LMO)to provide exceptional graphical experiences and improved battery life on both platforms.
  • Entwickler
  • Android*
  • Microsoft Windows* 10
  • Microsoft Windows* 8.x
  • Android*
  • Spieleentwicklung
  • Windows*
  • Experten
  • Anfänger
  • Fortgeschrittene
  • Intel Atom Processor
  • 4th gen intel core processor
  • graphics
  • battery life
  • pixel synchronization
  • AVSM
  • LEGO Minifigures Online
  • Microsoft DirectX*
  • Spieleentwicklung
  • Grafik
  • Intel® Atom™ Prozessoren
  • Intel® Core™ Prozessoren
  • Funcom Collaboration to Maximize Intel® Iris™ Graphics Benefit

    Intel announced today that it has been working with Funcom to enhance the visual effects in its Windows* and Android* versions of LEGO* Minifigures Online, a fun-packed online game. The companies used the unique pixel synchronization capabilities of Intel® Iris™ graphics to enable more realistic smoke, clouds, and shadows. The game can also run in a low power mode extending play time by more than 80% when running on Intel devices.

    Adaptive Volumetric Shadow Maps

    We introduce adaptive volumetric shadow maps (AVSM), a real-time shadow algorithm that supports high-quality shadowing from dynamic volumetric media such as hair and smoke. The key contribution of AVSM is the introduction of a streaming simplification algorithm that generates an accurate volumetric light attenuation function using a small fixed memory footprint. This compression strategy leads to high performance because the visibility data can remain in on-chip memory during simplification and can be efficiently sampled during rendering. We demonstrate that AVSM compression closely approximates the ground-truth correct solution and performs competitively to existing real-time rendering techniques while providing higher quality volumetric shadows.
  • Entwickler
  • Spieleentwicklung
  • GameCodeSample
  • shadow map
  • adaptive volumetric shadow maps
  • AVSM
  • Rendering Research
  • Spieleentwicklung
  • Grafik
  • Schriftwiedergabe
  • AVSM abonnieren