Stanton, MattGeddert, SaschaBlumer, AdrianHormis, PaulNealen, AndyCooper, SethTreuille, AdrienLadislav Kavan and Chris Wojtan2016-07-102016-07-102016978-3-03868-009-31727-5288https://doi.org/10.2312/sca.20161239https://diglib.eg.org:443/handle/10.2312/sca20161239This paper presents a new model reduction technique that exploits large-scale, parallel precomputation to create interactive, real-time games with the visual fidelity of offline rendered films.We present an algorithm to automatically discretize a continuous game into a large finite-state machine that can be pre-rendered in the film world. Despite radical differences from existing game engines, our finite-state approach is capable of preserving important characteristics of continuous games including smooth animation, responsiveness to input, triggered effects and passive animation. We demonstrate our technique with a 30-second interactive game set in an award-winning short filmI.3.7 [Computer Graphics]Three Dimensional Graphics and RealismAnimationI.6.8 [Simulation and Modeling]Types of SimulationGamingLarge-Scale Finite State Game Engines10.2312/sca.20161239221-229