Our Machinery: Creation Graphs

Published April 05, 2019
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The Our Machinery blog has a new post discussing Creation Graphs , the idea of taking reusable building blocks and assembling in a data-driven way within a game engine's editor with the goal for Technical Artists and non-programmers to be able to tweak and roll their own features.

The post shares the thought process and exploration of this idea at Our Machinery, discussing Data Pipelines and including a deeper dive into Image Processing:

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There are lots of operations involved in building a data pipeline for image processing, e.g format conversions, mipmap generation, compression, range validation, categorization, etc.

When using a Creation Graph for expressing a data pipeline for image processing you typically end up with one node importing a source image from somewhere, then piping that image through a bunch of nodes conducting the various operations of interest until you output the final result as a new image.

Exactly what you do in the graph, and how you do it, depends a lot on its execution context, e.g: It is fine for a Creation Graph responsible for processing traditional game textures authored by an artist in a DCC-tool to take a significant amount of time as they typically only need to run very infrequently (i.e., when the artist imports or updates her texture). On the other hand, a Creation Graph responsible for processing a runtime updated texture has to run very efficiently. It’s all about finding the right balance between your performance, memory and quality constraints.

creation-graph-ibl.png

Read the full blog post on Creation Graphs to learn more.

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