So, a few hours ago, I was binge-watching video footage of The Lab demo's that came with the HTC Vive, and one of the demos that really impressed me was Vesper Peak - not because of it being anything spectacular from a VR point of view, but because of a technology used to acheive it's photo-realistic look, known as photogrammetry. The basic idea of photogrammetry is that you take a large amount of photo's of a certain object or enviroment and then run it through a specialist peice of software, which stitches all of the images together and creates a polygon/voxel hybrid model, which can then be directly texture mapped from the images.
After seeing it in use in the Vesper Peak demo, I looked around for other games that used this photogrammetry technique, and found a little gem from 2014 known as The Vanishing Of Ethan Carter, an example image of which is in the spoiler:
Spoiler [Blocked Image: http://www.theastronauts.com/pressarea/The_Vanishing_of_Ethan_Carter_Church_2560.jpg]
De_Sparity's Source 2 port? Perhaps.
As you can see, the realism is truly startling, to the point where it actually feels genuine. If you're not convinced, find gameplay footage of The Vanishing of Ethan Carter, or Vesper Peak, and compare it today's more common graphical offerings - a real bump up in graphics, as far as I'm concerned.
Now, here's where my mind ran wild with the idea. I'm not sure if Vesper Peak runs on Unity or Source 2, but for the sake of argument, let's say Vesper Peak is a Source 2 tech demo. Now, let's say that a Counter-Strike game got made for Source 2. Not nessescarily a Source 2 port of CS:GO, but simply a Counter-Strike game, similar in style to CS:GO. Imagine photogrammatic locations in CS:GO, and how beautiful they would look.
That followed on into another idea - how would you create photogrammatic locations for this Source 2 version of CS, anyway? You could use real-life locations, sure, but then the layouts and overall structure of the map would be compromised for artistic beauty, which would greatly degenerate a game like CS. So, after giving it some thought, I came up with a middle-ground solution - physically making a ratio model of the map by hand, similar to how Id Software did for some of the sprites in DOOM, and then using photogrammetry on that model instead.
Design of a map would begin as usual - loading up whatever the Source 2 version of Hammer is, brainstorming a layout and aesthetic, etc., and playtesting it to work out all the kinks and bugs. Then, once you have a layout pinned down and a rough design/idea of the map's aesthetic, you would make a 1/16, 1/32 or 1/64-sized model mock-up of what your finished level should look like, and then snap hundreds of pictures of the physical model. The model would be made in sections, so that if there is a part of the level that is underground or in an inside area, you can simply detach the roofing so as to get a photogrammatic look of the insides. The result would be a map that directly emulates the layout and aesthetics of it's digital counterpart, but has the aesthetic beauty of a physically-mapped photogrammatic location.
Further edits in order to fix gameplay and bugs can then be made in-engine to the photogrammatic model. Another thing that came to mind at the time of writing this is how much detail some fantasy roleplayers put into their scenery props and character models in tabletop games such as Warhammer - the physical mock-up model would look similar to that, in a sense.
As always, feedback and opinions appreciated. I'm really excited about this photogrammetry technology, and I hope to see more games in the near future that utilize it well.
Thanks for reading,
Shima.