{"id":23558,"date":"2023-12-01T11:30:45","date_gmt":"2023-12-01T02:30:45","guid":{"rendered":"https:\/\/automaton-media.com\/en\/?p=23558"},"modified":"2023-12-01T11:47:37","modified_gmt":"2023-12-01T02:47:37","slug":"20231201-23558","status":"publish","type":"post","link":"https:\/\/automaton-media.com\/en\/news\/20231201-23558\/","title":{"rendered":"Are there really rooms behind every window in Marvel\u2019s Spider-Man? This is how developers create the illusion\u00a0"},"content":{"rendered":"\n<p>It\u2019s the little details in game environments that make the world engaging and realistic, such as building reflections in a puddle or imperfections in a road\u2019s surface. In recent open world games like <strong>Marvel\u2019s Spider-Man<\/strong>, it is possible to see into detailed rooms beyond the game\u2019s many windows. The contents of these rooms must be 3D, right? Well actually, they merely appear to be 3D, thanks to a clever technique that seems to be increasingly used by game developers to create such vibrant interiors.&nbsp;<\/p>\n\n\n\n<p>This method is called \u201cinterior mapping\u201d or \u201cfake interior.\u201d Interior mapping is mostly used for the windows of in-game buildings. especially in open world games that can feature hundreds of buildings and thousands of windows.&nbsp;&nbsp;<\/p>\n\n\n\n<p>In the past, developers had several options for what to do with windows. As creating 3D interiors for each window would place a huge burden on rendering, developers have often come up with time-saving deceptions. Conventional strategies include pasting 2D images of interiors or closed curtains on the windows, or simply having all windows blacked out. However, this can reduce the level of realism as it looks unnatural.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1280\" height=\"720\" sizes=\"auto, (max-width: 1280px) 100vw, 1280px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/12\/20231201-23558-001.jpeg\" alt=\"Detailed room interiors in Marvel's Spider-Man 2 on PS5\" class=\"wp-image-23575\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/12\/20231201-23558-001.jpeg 1280w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/12\/20231201-23558-001-600x338.jpeg 600w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/12\/20231201-23558-001-380x214.jpeg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/12\/20231201-23558-001-768x432.jpeg 768w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/12\/20231201-23558-001-150x84.jpeg 150w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/12\/20231201-23558-001-300x169.jpeg 300w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/12\/20231201-23558-001-696x392.jpeg 696w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/12\/20231201-23558-001-1068x601.jpeg 1068w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/12\/20231201-23558-001-747x420.jpeg 747w\" \/><figcaption class=\"wp-element-caption\">Image Credit: Mat Bratko on&nbsp;<a href=\"https:\/\/www.youtube.com\/watch?v=ARwTt9_0RiQ\" target=\"_blank\" rel=\"noreferrer noopener\">YouTube<\/a><\/figcaption><\/figure>\n\n\n\n<p>Enter \u201cInterior mapping,\u201d a technique that is increasingly used to make window interiors in modern games look dynamic and appealing. In this method too, the window\u2019s interior is a 2D image. However, based on calculations, the 2D image is deformed to an appropriate degree in accordance with the angle of the viewpoint. This causes the pasted 2D imagery to look as if it is a 3D space beyond the window. Interior mapping is far less time-intensive than rendering all the interiors in 3D. It is an economical way for developers to create realistic-looking interiors for a multitude of windows.&nbsp;The videos below explain how interior mapping works.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe loading=\"lazy\" title=\"The Matrix Awakens: Creating a World | Tech Talk | State of Unreal 2022\" width=\"1160\" height=\"653\" src=\"https:\/\/www.youtube.com\/embed\/xLVJP-o0g28?start=2355&#038;feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe loading=\"lazy\" title=\"Creating an Interior Mapping Shader using Unity&#039;s Shader Graph - Game Dev Sandbox\" width=\"1160\" height=\"653\" src=\"https:\/\/www.youtube.com\/embed\/dUjNoIxQXAA?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n\n\n<p>Interior mapping started to be used in games around 10 years ago. For example, 2013 city builder SimCity used it create window interiors for its variety of buildings. <a href=\"https:\/\/simonschreibt.de\/gat\/windows-ac-row-ininite\/\" target=\"_blank\" rel=\"noreferrer noopener\">Other older games that are said to employ interior mapping-like techniques<\/a> include Assassins Creed 3, Saints Row: The Third and Bioshock Infinite. &nbsp;<\/p>\n\n\n\n<p>Interior mapping became more widely known to players with the 2018 release of Marvel\u2019s Spider-Man. Seeing as Spiderman spends a lot of in-game time crawling around on buildings in New York, the vibrant interiors that can be seen beyond the innumerable windows really stand out.<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-rich is-provider-reddit wp-block-embed-reddit\"><div class=\"wp-block-embed__wrapper\">\n<blockquote class=\"reddit-embed-bq\" style=\"height:500px\" ><a href=\"https:\/\/www.reddit.com\/r\/gaming\/comments\/17f8kb7\/in_spiderman_2_you_can_actually_see_inside_of\/\">In Spider-Man 2 you can actually see inside of people\u2019s apartments \ud83e\udd2f<\/a><br> by<a href=\"https:\/\/www.reddit.com\/user\/majkkali\/\">u\/majkkali<\/a> in<a href=\"https:\/\/www.reddit.com\/r\/gaming\/\">gaming<\/a><\/blockquote><script async src=\"https:\/\/embed.reddit.com\/widgets.js\" charset=\"UTF-8\"><\/script>\n<\/div><figcaption class=\"wp-element-caption\">The window interiors in the sequel, Marvel\u2019s Spider-Man 2, released in October 2023, also became a hot topic. This time, the window interiors also contained people. Commenters praised this for adding an extra level of realism. It seems the developers had honed their interior mapping method from the previous game, allowing them to improve upon the appearance of the in-game windows.&nbsp;<\/figcaption><\/figure>\n\n\n\n<p>In addition, the Japanese developer Galupeno recently commented about the use of interior mapping for windows in Ghostwire: Tokyo and Cyberpunk 2077, raising the Japanese gaming community\u2019s awareness of the technique.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-rich is-provider-twitter wp-block-embed-twitter\"><div class=\"wp-block-embed__wrapper\">\n<blockquote class=\"twitter-tweet\" data-width=\"550\" data-dnt=\"true\"><p lang=\"ja\" dir=\"ltr\">\u6700\u8fd1\u306e\u30b2\u30fc\u30e0\u3067\u8868\u73fe\u3055\u308c\u308b\u5efa\u7269\u306e\u5185\u88c5\u3001\u5358\u7d14\u306a\u30ad\u30e5\u30fc\u30d6\u30de\u30c3\u30d7\u3092\u7a93\u306e\u30b7\u30a7\u30fc\u30c0\u30fc\u306b\u5f35\u308a\u4ed8\u3051\u308b\u3060\u3051\u3067\u305d\u308c\u3063\u307d\u304f\u898b\u305b\u3066\u3066\u3001\u3059\u3052\u3048\u982d\u3044\u3044\u306a\u3063\u3066\u601d\u3046\u3002\u8fd1\u666f\u3067\u773a\u3081\u308b\u3068\u9055\u548c\u611f\u304c\u51fa\u3066\u3057\u307e\u3046\u3051\u3069\u3001\u4e2d\uff5e\u9060\u666f\u3060\u3068\u307b\u307c\u5b8c\u74a7\u306b\u9a19\u305b\u308b\u3002 <a href=\"https:\/\/t.co\/oFfeCA7LIf\">pic.twitter.com\/oFfeCA7LIf<\/a><\/p>&mdash; Galupeno (@Galupeno) <a href=\"https:\/\/twitter.com\/Galupeno\/status\/1728579320350913011?ref_src=twsrc%5Etfw\">November 26, 2023<\/a><\/blockquote><script async src=\"https:\/\/platform.twitter.com\/widgets.js\" charset=\"utf-8\"><\/script>\n<\/div><figcaption class=\"wp-element-caption\"><font size=\"2\"><strong>Post translation:<\/strong> I think it\u2019s super clever how the building interiors you see in recent games are made to look like this just by attaching a window shader to a simple cube map. You can see the flaws at close quarters, but it looks almost perfect when seen from a moderate distance or far away.&nbsp;<\/font><\/figcaption><\/figure>\n\n\n\n<p>However, there are downsides to interior mapping. For example, it can be difficult to make the small details in the 2D textures look truly 3D. Seen up close, the effect can look weird, so developers often hide these flaws by making the window glass look dirty or frosted.&nbsp;&nbsp;<\/p>\n\n\n\n<p>It can also look unnatural if interior mapping is used to render a corner room that has two windows. In Ghostwire: Tokyo and Marvel\u2019s Spider-Man, the interior of a room looks exactly the same regardless of whether it is viewed from the front window or the side window. It seems that compromises have to be made due to the time it would take to correct these unnatural aspects.&nbsp;<\/p>\n\n\n\n<p>In game development, there are also other ways to create the illusion that something is 3D. Parallax mapping is a technique that allows the unevenness of a 2D texture to be expressed more three-dimensionally depending on the viewpoint angle. This can be used to give an illusion of depth and make surfaces (e.g. a brick wall texture) look more realistic. Such techniques give developers with limited resources an easier way to create a natural-looking world, without having to construct everything in 3D.&nbsp;<\/p>\n\n\n\n<p><br><br><br><\/p>\n\n\n\n<p style=\"font-size:12px\"><em>Written by. Verity Townsend<\/em> <em>based on the&nbsp;<a href=\"https:\/\/automaton-media.com\/articles\/newsjp\/20231128-273686\/\" target=\"_blank\" rel=\"noreferrer noopener\">original Japanese article<\/a>&nbsp;(original article\u2019s publication date: 2023-11-28 18:28 JST)<\/em><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Exploring the interior mapping techniques used by game developers to create vibrant interiors in Marvel&#8217;s Spider-Man and other open world games.<\/p>\n","protected":false},"author":35,"featured_media":23573,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_gspb_post_css":"","footnotes":""},"categories":[3],"tags":[18],"class_list":["post-23558","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news","tag-global-news"],"blocksy_meta":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Are there really rooms behind every window in Marvel\u2019s Spider-Man? 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