MascotCapsule® eruption
Enhanced functionality and processing speed, supported by powerful development tools
MascotCapsule eruption combines unparalleled advantages of HI CORPORATION: the world's leading 3D rendering engine MascotCapsule, and the world's top-level know-how of our 3D content development studio. It is a professional real-time 3D rendering engine that improves expressiveness of rendering results and efficiency of development work at the same time.
In addition to dramatically improving the processing speed of rendering, MascotCapsule eruption provides flexible and highly scalable functionalities, as well as graphics-oriented development tools. Game developers and content developers can bring a new level of attractiveness and sophistication to their contents in a shorter period of time.
Look at the product catalog. (PDF 1558KB)
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MascotCapsule eruption Features
- Specifications
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Runs at high-speed even in the environment without enough hardware resources in terms of CPU, memory size, etc. Increases processing speed compared to existing 3D rendering engines, and dramatically increases the number of polygons to be rendered in a single scene
- MascotCapsule eruption library can be implemented on any devices, and it is capable of supporting various environments including native, Java, etc.
- Supports the 3D accelerators that comply with the industrial standard OpenGL ES
- Displays the special file format converted from the data, which was created in commercial 3D authoring tools
- It also can display by directly specifying the primitive data
- Functionality
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A wide range of visual effects enhance beautiful and fun 3D experiences through various methods including
motion blending, morphing, particle effects,
shadow projection, bump mapping, etc.
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Avatars are frequently used in online community content. In order to enable easier development, a variety of
avatar enhancement functionalities are available, such as detachable items, animation data sharing, etc.
- Development support tools
New and powerful development support tools have been added. For example, the particle effects tool creates effects like smokes or splashing water. In order to accommodate various environments, plugin tools are also available for optimizing the 2D graphics such as textures, etc.
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Motion blending, morphing
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Motion blending ( *1) and morphing (*2) are powerful functionalities to create and edit complicated animation in simple steps.
These are groundbreaking technologies that dramatically reduce the person-hours in the cutting-edge development studio where the prime quality and speed are required.
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Shadow projection, bump mapping
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It has been said that expression of light is difficult in the limited-resource environment such as mobile devices. MascotCapsule eruption challenges to overcome this difficulty.
MascotCapsule eruption provides specially enhanced functionalities such as shadow projection (*3) which is a light and shadow effects to create a character and model with an overwhelming presence, and bump mapping
(*4), which is a texture functionality to create more realistic texture representation, etc.
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| Avatar enhancement |
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Avatars (*5) are playing a greater role in the ever-evolving complexity and diversity of online games and community applications. Reduction of the development workload is enabled using a variety of avatar management and editing functionalities such as detachable items(*6) , animation data sharing (*7) etc.
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Particle effects tool
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The newly added particle effects (*8 ) tool enables the preview and easy set-up of the effects that have previously been difficult to create, such as special effects of splashing water or flying sparks using 2D graphics; confetti effect or numerous pieces of wood blown away by explosion using the 3D model data, etc.
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Functional Specification
Look at the product catalog. (PDF 1558KB)
MascotCapsule eruption product specification
Operating environment |
CPU |
ARM: ARM9 or above
Freescale: i.MX Series
Marvell: XScale
Qualcomm: MSM6280/6550/7200/7500 etc.
Renesas Technology: SH-Mobile etc.
Texas Instruments: OMAP
32-bit 150 MHz or above is recommended
(Capable of running without a floating-point hardware) |
| Code size |
Approx. 200 KB |
| Engine work area |
2MB or more is recommended, including data load area
Note: The actual required work area varies depending on the content
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| 3D hardware accelerator |
ATI: Imageon
Imagination Technologies: PowerVR MBX/MBX Lite/SGX
NVIDIA: GoForce
SMedia: Glamo
TAKUMI: GSHARK
Toshiba: T4G/T5G
Other OpenGL
ES compliant 3D accelerators |
| OS/platforms |
BREW, iPhone, iPod touch, ITRON, Java, Linux, Symbian OS, Windows CE, Windows Mobile |
| 3D authoring tools |
3ds Max 2009/2010/2011
Maya 2009/2010/2011
Softimage 7.5/2010
LightWave3D 7.5 or later
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| 2D authoring tools |
Photoshop 7.0 or later
OPTPiX iMageStudio5.0/6.0, OPTPiX imesta 7.0 |
MascotCapsule eruption functionality
| Rendering |
Parallel projection, perspective projection, perspective correction, two-sided polygon, Z-buffer |
| Lighting |
Multiple lights, light source color, directional light, ambient light, spot light, omnidirectional light |
| Material |
Alpha blending, multiple textures, environment mapping using multiple textures, shadow generation using shadow projection, bump mapping, texture tiling, UV animation, vertex color |
Animation/ model control |
Bone weight, morphing, motion blending, camera/light animation, detachable items, animation data sharing |
| Special effect |
Fog, particle effects |
Please visit this page for a list of functional specifications.
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*1 Motion blending
This functionality helps editing the connection of animation sequences; it automatically smoothes out the transition between different movements. It enables flexible switching of animation sequences, and efficient data editing operations.
*2 Morphing
This functionality mixes different model shapes, and smoothly changes the model from one shape to another.
*3 Shadow projection It is one of the main techniques to represent object's shadows. It projects the silhouette of the illuminated object onto another object, and creates realistic and accurate shadows.
*4 Bump mapping It is a method for effectively representing the bumpy surface of an object. Instead of using a high-definition model that consumes an enormous amount of polygons, this method overlays the texture containing a bump data onto a flat low-density model. This method virtually generates light and shadow to represent an uneven surface.
*5 Avatar It is a user's representation of oneself as a character on the display screen. It is an essential element in online communication tools that have become very popular in recent years. Users choose the face and body shape according to their taste, and provide clothing, accessories, items to carry, etc. Users should be able to freely control the avatar in the 3D space; therefore, unprecedented levels of flexibility and customizability are required for the rendering data.
*6
Detachable items From decorative accessories such as headdresses to hand-weapons, various items accommodate individual animations. Attachment or detachment of these items can be managed in real-time.
*7 Animation data sharing
A single animation data can also be used in other models with different body shapes or form factors. Also, the animation data can be shared with other models with some degree of difference in bone structures. This functionality enables efficient data management and editing operations.
*8 Particle effects
It renders a special effect or physical phenomenon of particles such as smoke, a burning flame, splashing water, etc.
This is an important element that enhances exciting atmosphere in the game content, and the engaging user experience for players.
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