RPM™

Revolution Pipeline Method

RPM™ (The Revolution Pipeline Method™) is a proprietary 3D content creation pipeline process that translates settings from cinematic models to optimized real time assets, featuring lower polygon counts for in game models, with drastically reduced memory footprint (including lighting & shaders), while nearly replicating the results of film render engines such as Mental Ray™ for organic materials such as skin and bone; ultimately creating a near photo realistic effect in real time for the first time.

What exactly does RPM™ do?

  • Accurately projects details from hires assets to optimized real time assets.
  • Replicates lighting and shader settings from pre-render engines such as Mental Ray™.
  • Allows near seamless translation between “cinematic assets” and real time versions.
  • Creates results on par with hires pre-rendered assets.
  • Eliminates flaws inherent with real time assets such as:
  • Texture blur
  • Flat or washed out images
  • Detail loss
  • Engine specific flaws such as the “bloom effect” (glowing white areas)

How does it work?

Now that’s the multimillion dollar question!

You really didn’t think it would be that easy… now did you?

Obviously, RPM™ is a proprietary process, and this isn’t a tutorial, so we won’t elaborate in detail on “how” the process works or what it is. However, we can tell you that it is a “start to finish” process, which includes every aspect of content creation, from sculpts, to maps, to textures, to settings, to engine use, in one all encompassing method.

What are the statistical results of the early WIP tests?

We will be releasing samples to the media from commercial versions of Unreal Engine 3 and CryEngine2 with comparison renders to the hires sculpts in Mental Ray™.

We are currently working on turntables and scene samples and will showcase them here after they have been released to the press and CG resources first, so keep your eyes peeled!

Although we will not reveal the exact statistics from specific examples at this time, these results were up to 5 to 1 less memory usage in Unreal3 than characters from Gears of War2.

What RPM™ ultimately allows is the ability to feature more things on screen, moving even faster, than any current method in use, while producing results currently only seen in pre-rendered cinematics.

Now that’s impressive!

Where is RPM™ headed?

In a word: automation. The “end goal” for RPM™ is to create an application that automates many of the procedures necessary to reach “true photorealism” in real time.

By simplifying the process, RPM™ will allow ANY STUDIO OR ARTIST to achieve results previously only achieved by the very best pre-render CG experts.

Clearly, this advancement will reduce production time and costs exponentially; something essential to both the major motion pictures and video games industries.

Currently, many of the current tasks for RPM™ are handled by a variety of applications. In the next iteration, everything, including pre-render to real time settings translation, will take place directly in the RPM™ application; eliminating the need to hire CG experts to work on lighting, shaders and map creation.

With current industry practices pushing budgets and timelines into the stratosphere, the evolution of RPM™ will bring development cycles and costs back down to earth.