{"id":18141,"date":"2022-05-13T12:26:41","date_gmt":"2022-05-13T16:26:41","guid":{"rendered":"http:\/\/www.bhvr.com\/?p=18141"},"modified":"2022-05-13T13:01:40","modified_gmt":"2022-05-13T17:01:40","slug":"parole-dexpert-sarah-robinson-sur-lintegration-des-shaders-dans-le-pipeline-ui","status":"publish","type":"post","link":"https:\/\/www.bhvr.com\/fr\/parole-dexpert-sarah-robinson-sur-lintegration-des-shaders-dans-le-pipeline-ui\/","title":{"rendered":"PAROLE D&rsquo;EXPERT : Sarah Robinson sur l&rsquo;int\u00e9gration des shaders dans le pipeline UI"},"content":{"rendered":"\n<h3 class=\"wp-block-heading\" id=\"parole-d-expert\">PAROLE D&rsquo;EXPERT\u202f:<\/h3>\n\n\n\n<h1 class=\"wp-block-heading\" id=\"daniel-guertin-sur-la-rencontre-des-generations\"><strong><strong>Sarah Robinson sur l&rsquo;int\u00e9gration des shaders dans le pipeline UI<\/strong><\/strong><\/h1>\n\n\n\n<h2 class=\"wp-block-heading\">Sarah Robinson est conceptrice UI \u2013 cheffe d\u2019\u00e9quipe sur Dead by Daylight. Elle travaille depuis plus de dix ans dans le domaine de l&rsquo;UI pour les sites Internet, les applications et les jeux vid\u00e9o. Cet article est bas\u00e9 sur une conf\u00e9rence qu&rsquo;elle a donn\u00e9e dans le cadre de l\u2019\u00e9v\u00e9nement GDC 2022, en mars.<\/h2>\n\n\n\n<p>Avant d&rsquo;aborder les nombreux avantages que les shaders apportent \u00e0 Dead by Daylight, voyons comment les interfaces sont g\u00e9n\u00e9ralement construites \u00e0 ce jour.<\/p>\n\n\n\n<p>En g\u00e9n\u00e9ral, lorsqu&rsquo;on parle de UI, on pense a une simple couche 2D appliqu\u00e9e par dessus la sc\u00e8ne de jeu. Souvent consid\u00e9r\u00e9e plus proche du d\u00e9veloppement web que du monde du jeu vid\u00e9o, l&rsquo;UI a tendance \u00e0 \u00eatre mise a l&rsquo;\u00e9cart des autres m\u00e9tiers du visuel. Cela tend \u00e0 garder l\u2019UI s\u00e9par\u00e9e, une tendance issue de l&rsquo;histoire de l\u2019UI et de ses liens avec le d\u00e9veloppement web, o\u00f9 l\u2019interface est abord\u00e9e d&rsquo;un point de vue 2D. Ainsi, sur le plan structurel, visuel et organisationnel, nous sommes limit\u00e9s \u00e0 cette seule couche.<\/p>\n\n\n\n<p>Certaines technologies UI n&rsquo;ont, elles non plus, pas \u00e9volu\u00e9 au m\u00eame rythme que les autres disciplines artistiques du jeu vid\u00e9o. Par exemple, les techniques utilis\u00e9es (\u00e9changes de textures, couleurs, etc) sont rest\u00e9es sensiblement les m\u00eames depuis presque deux d\u00e9cennies. La 3D, quant \u00e0 elle, a fait l\u2019objet de nouvelles techniques qui n\u2019ont pas \u00e9t\u00e9 transpos\u00e9es \u00e0 l\u2019UI.<\/p>\n\n\n\n<p>C&rsquo;est dans cet esprit que nous avons r\u00e9cemment r\u00e9\u00e9valu\u00e9 l\u2019UI de Dead by Daylight afin de trouver des r\u00e9ponses aux questions suivantes :<\/p>\n\n\n\n<ul class=\"wp-block-list\"><li>Pourrions-nous r\u00e9utiliser certains des actifs cr\u00e9\u00e9s par notre \u00e9quipe 3D?\u200b<\/li><li>Quels autres outils pouvons-nous offrir \u00e0 nos concepteur\u00b7trices UI?<\/li><li>Comment pouvons-nous optimiser les performances?<\/li><\/ul>\n\n\n\n<p><strong><br>L\u2019av\u00e8nement des shaders<\/strong><\/p>\n\n\n\n<p>Ces questions nous ont rapidement conduit\u00b7es aux shaders, un type de programme informatique qui, selon Wikip\u00e9dia, \u00e9tait \u00e0 l&rsquo;origine utilis\u00e9 pour l&rsquo;ombrage dans les sc\u00e8nes 3D et a \u00e9volu\u00e9 pour devenir un outil populaire dans les effets sp\u00e9ciaux sur ordinateur, le post-traitement vid\u00e9o et m\u00eame certaines fonctions non li\u00e9es au graphisme.<br><br>Les shaders 2D peuvent \u00eatre utilis\u00e9s pour cr\u00e9er des effets tr\u00e8s int\u00e9ressants, tels que des animations de type particules, des formes vectorielles, des effets de fum\u00e9e et des visuels d&rsquo;encre d\u00e9goulinante, ce qui \u00e9tait fort int\u00e9ressant pour Dead by Daylight.<\/p>\n\n\n\n<p>Qu&rsquo;avons-nous donc appris de notre r\u00e9\u00e9valuation de l\u2019UI de Dead by Daylight et de l&rsquo;int\u00e9gration des shaders dans le pipeline UI? Voici trois des principaux points \u00e0 retenir<\/p>\n\n\n\n<div style=\"height:20px\" aria-hidden=\"true\" class=\"wp-block-spacer\"><\/div>\n\n\n\n<p><strong>1. R\u00e9duire le recours aux logiciels tiers et am\u00e9lioration du processus d&rsquo;it\u00e9ration.<\/strong><\/p>\n\n\n\n<p>Vous n&rsquo;avez pas \u00e0 retourner dans Photoshop; vous pouvez apporter des modifications directement dans le moteur. En construisant tout dans le moteur \u00e0 l&rsquo;aide de shaders, nous avons une seule boucle, ce qui \u00e9vite les allers-retours entre diff\u00e9rents logiciels.<\/p>\n\n\n\n<div style=\"height:20px\" aria-hidden=\"true\" class=\"wp-block-spacer\"><\/div>\n\n\n\n<p><strong>2.<\/strong> <strong>Les shaders peuvent nous permettre de penser diff\u00e9remment et de faire preuve de plus de cr\u00e9ativit\u00e9 dans nos visuels.<\/strong><\/p>\n\n\n\n<p>Les shaders permettent d&rsquo;am\u00e9liorer les graphismes d&rsquo;une fa\u00e7on autrement difficile ou co\u00fbteuse avec des techniques d&rsquo;animation traditionnelles. Ils permettent \u00e9galement l&rsquo;utilisation de m\u00e9thodes bien connues des artistes 3D comme le <em>RGB packing<\/em>, les <em>flow maps<\/em>, la distorsion d&rsquo;UV ou la cr\u00e9ation de masques personnalis\u00e9s. La refonte de nos pop-ups de tutoriel a \u00e9t\u00e9 une bonne opportunit\u00e9 d\u2019\u00e9prouver ces nouveaux outils et d\u2019\u00e9tablir des proc\u00e9d\u00e9s r\u00e9utilisables. Pour l&rsquo;animation d&rsquo;apparition par exemple, nous avons utilis\u00e9 des textures en nuances de gris et la fonction <em>smoothstep<\/em> pour obtenir un effet de masque qui se r\u00e9v\u00e8le progressivement. Combin\u00e9e \u00e0 une texture de <em>flow maps<\/em> qui ajoute une l\u00e9g\u00e8re ondulation constante, on obtient un magnifique effet de propagation d&rsquo;encre\/fum\u00e9e qui r\u00e9v\u00e8le le contenu de notre UI.&nbsp;<\/p>\n\n\n\n<div style=\"height:20px\" aria-hidden=\"true\" class=\"wp-block-spacer\"><\/div>\n\n\n\n<p><strong>3.<\/strong> <strong>Les \u00e9quipes de performance peuvent \u00eatre r\u00e9ticentes \u00e0 l&rsquo;\u00e9gard des shaders, mais ces programmes peuvent am\u00e9liorer les performances, notamment en comparaison avec les techniques d&rsquo;interface traditionnelles.<\/strong><\/p>\n\n\n\n<p>Nous avons constat\u00e9 que ces processus ont permis \u00e0 Dead by Daylight de fonctionner plus rapidement, de charger les menus plus vite, entre autres avantages, simplement en repensant la fa\u00e7on dont ces \u00e9l\u00e9ments sont construits. Pour nous aider dans ce processus, nous avons cr\u00e9\u00e9 un nouveau r\u00f4le : celui de concepteur\u00b7trice UI technique. UI. Cette fonction est similaire \u00e0 celle des concepteur\u00b7trices techniques en 3D, sauf qu\u2019elle permet d\u2019appliquer le savoir \u00e0 l\u2019UI. Les concepteur\u00b7trices UI &#8211; Technique se concentrent sur l&rsquo;optimisation, mais sont \u00e9galement attentif\u00b7ves \u00e0 la mani\u00e8re de cr\u00e9er ces animations et d&rsquo;appliquer les shaders de mani\u00e8re cr\u00e9ative dans le but d&rsquo;am\u00e9liorer sensiblement les \u00e9l\u00e9ments con\u00e7us par d\u2019autres. Cette fonction offre l&rsquo;avantage suivant&nbsp;: quiconque souhaite recourir \u00e0 certaines de ces techniques de shaders peut faire appel \u00e0 cette personne pour un soutien, sans que cela n\u2019ait une incidence n\u00e9gative sur notre pipeline ou notre flux.<a id=\"_msocom_1\"><\/a><\/p>\n\n\n\n<div style=\"height:100px\" aria-hidden=\"true\" class=\"wp-block-spacer\"><\/div>\n\n\n\n<figure class=\"wp-block-image size-large is-resized is-style-rounded\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/www.bhvr.com\/wp-content\/uploads\/2022\/05\/winkyFace_carre-1000x1000.jpg\" alt=\"\" class=\"wp-image-18138\" width=\"240\" height=\"240\" srcset=\"https:\/\/www.bhvr.com\/wp-content\/uploads\/2022\/05\/winkyFace_carre-1000x1000.jpg 1000w, https:\/\/www.bhvr.com\/wp-content\/uploads\/2022\/05\/winkyFace_carre-900x900.jpg 900w, https:\/\/www.bhvr.com\/wp-content\/uploads\/2022\/05\/winkyFace_carre-800x800.jpg 800w, https:\/\/www.bhvr.com\/wp-content\/uploads\/2022\/05\/winkyFace_carre-768x768.jpg 768w, https:\/\/www.bhvr.com\/wp-content\/uploads\/2022\/05\/winkyFace_carre-1536x1536.jpg 1536w, https:\/\/www.bhvr.com\/wp-content\/uploads\/2022\/05\/winkyFace_carre-2048x2048.jpg 2048w, https:\/\/www.bhvr.com\/wp-content\/uploads\/2022\/05\/winkyFace_carre-100x100.jpg 100w, https:\/\/www.bhvr.com\/wp-content\/uploads\/2022\/05\/winkyFace_carre-140x140.jpg 140w, https:\/\/www.bhvr.com\/wp-content\/uploads\/2022\/05\/winkyFace_carre-500x500.jpg 500w, https:\/\/www.bhvr.com\/wp-content\/uploads\/2022\/05\/winkyFace_carre-350x350.jpg 350w\" sizes=\"auto, (max-width: 240px) 100vw, 240px\" \/><\/figure>\n\n\n\n<p><strong><strong>Sarah Robinson<\/strong><\/strong><\/p>\n\n\n\n<p>Conceptrice UI &#8211; cheffe d&rsquo;\u00e9quipe<\/p>\n","protected":false},"excerpt":{"rendered":"<p>PAROLE D&rsquo;EXPERT\u202f: Sarah Robinson sur l&rsquo;int\u00e9gration des shaders dans le pipeline UI Sarah Robinson est conceptrice UI \u2013 cheffe d\u2019\u00e9quipe sur Dead by Daylight. Elle&#8230;<\/p>\n","protected":false},"author":17,"featured_media":18142,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"footnotes":""},"categories":[132,125],"tags":[143],"class_list":{"0":"post-18141","1":"post","2":"type-post","3":"status-publish","4":"format-standard","5":"has-post-thumbnail","7":"category-accueil","8":"category-blogue","9":"tag-parole-dexpert"},"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.3 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Sarah Robinson sur l&#039;int\u00e9gration des shaders dans le pipeline UI<\/title>\n<meta name=\"description\" content=\"Cet article est bas\u00e9 sur une conf\u00e9rence que Sarah, conceptrice UI - cheffe d&#039;\u00e9quipe sur Dead by Daylight, a donn\u00e9 dans le cadre de l\u2019\u00e9v\u00e9nement GDC 2022.\" \/>\n<meta name=\"robots\" content=\"noindex, follow\" \/>\n<meta property=\"og:locale\" content=\"fr_FR\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Sarah Robinson sur l&#039;int\u00e9gration des shaders dans le pipeline UI\" \/>\n<meta property=\"og:description\" content=\"Cet article est bas\u00e9 sur une conf\u00e9rence que Sarah, conceptrice UI - 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