<?xml version="1.0" encoding="utf-8"?><feed xmlns="http://www.w3.org/2005/Atom" ><generator uri="https://jekyllrb.com/" version="4.2.1">Jekyll</generator><link href="https://www.nerd.nintendo.com/feed.xml" rel="self" type="application/atom+xml" /><link href="https://www.nerd.nintendo.com/" rel="alternate" type="text/html" /><updated>2026-03-06T13:05:15+00:00</updated><id>https://www.nerd.nintendo.com/feed.xml</id><title type="html">Nintendo European Research &amp;amp; Development</title><subtitle>Nintendo European Research &amp;amp; Development is a subsidiary of Nintendo located in Paris, specialized in the field of highly optimized software technologies</subtitle><entry><title type="html">NERD Contributes to Remastering Effort in Pikmin 1+2 for Nintendo Switch™</title><link href="https://www.nerd.nintendo.com/2024/10/24/Pikmin1+2.html" rel="alternate" type="text/html" title="NERD Contributes to Remastering Effort in Pikmin 1+2 for Nintendo Switch™" /><published>2024-10-24T00:00:00+00:00</published><updated>2024-10-24T00:00:00+00:00</updated><id>https://www.nerd.nintendo.com/2024/10/24/Pikmin1+2</id><content type="html" xml:base="https://www.nerd.nintendo.com/2024/10/24/Pikmin1+2.html"><![CDATA[<p>For the Nintendo Switch versions of the two first Pikmin games, originally released on Nintendo GameCube, NERD shared video remastering expertise with development teams in Japan to help upscale all of the game’s pre-rendered cutscenes from the original SD resolution to 1080p, using a combination of deep learning and new renders of the original 3D models. NERD emulation technology was also instrumental in creating higher-resolution versions of the games themselves.</p>]]></content><author><name></name></author><summary type="html"><![CDATA[For the Nintendo Switch versions of the two first Pikmin games, originally released on Nintendo GameCube, NERD shared video remastering expertise with development teams in Japan to help upscale all of the game’s pre-rendered cutscenes from the original SD resolution to 1080p, using a combination of deep learning and new renders of the original 3D models. NERD emulation technology was also instrumental in creating higher-resolution versions of the games themselves.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://www.nerd.nintendo.com/assets/images/2024-10-24-Pikmin1+2.jpg" /><media:content medium="image" url="https://www.nerd.nintendo.com/assets/images/2024-10-24-Pikmin1+2.jpg" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">NERD Develops Part of the Rendering System and the WYSIWYG Tools Used to Produce Caves, Sky Islands and Other Terrain Elements in The Legend of Zelda: Tears of the Kingdom</title><link href="https://www.nerd.nintendo.com/2024/06/24/TOTK1.html" rel="alternate" type="text/html" title="NERD Develops Part of the Rendering System and the WYSIWYG Tools Used to Produce Caves, Sky Islands and Other Terrain Elements in The Legend of Zelda: Tears of the Kingdom" /><published>2024-06-24T00:00:00+00:00</published><updated>2024-06-24T00:00:00+00:00</updated><id>https://www.nerd.nintendo.com/2024/06/24/TOTK1</id><content type="html" xml:base="https://www.nerd.nintendo.com/2024/06/24/TOTK1.html"><![CDATA[<p>In close collaboration with the game development team in Japan, NERD engineers developed a continuous Level of Detail based rendering system to display The Depths as well as the many caves, wells and sky islands found around the world of The Legend of Zelda: Tears of the Kingdom. In addition, NERD created what-you-see-is-what-you-get development tools to help artists streamline the creation of such terrain elements.</p>]]></content><author><name></name></author><summary type="html"><![CDATA[In close collaboration with the game development team in Japan, NERD engineers developed a continuous Level of Detail based rendering system to display The Depths as well as the many caves, wells and sky islands found around the world of The Legend of Zelda: Tears of the Kingdom. In addition, NERD created what-you-see-is-what-you-get development tools to help artists streamline the creation of such terrain elements.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://www.nerd.nintendo.com/assets/images/2024-06-24-TOTK.jpg" /><media:content medium="image" url="https://www.nerd.nintendo.com/assets/images/2024-06-24-TOTK.jpg" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">NERD Provides the Texture Compression Technology Used in The Legend of Zelda: Tears of the Kingdom</title><link href="https://www.nerd.nintendo.com/2024/06/24/TOTK2.html" rel="alternate" type="text/html" title="NERD Provides the Texture Compression Technology Used in The Legend of Zelda: Tears of the Kingdom" /><published>2024-06-24T00:00:00+00:00</published><updated>2024-06-24T00:00:00+00:00</updated><id>https://www.nerd.nintendo.com/2024/06/24/TOTK2</id><content type="html" xml:base="https://www.nerd.nintendo.com/2024/06/24/TOTK2.html"><![CDATA[<p>Textures in games are commonly encoded using specific texture codecs designed to minimize RAM usage while maintaining quick texture access from the GPU. NERD implemented highly optimized versions of these codecs with an additional innovative layer of compression that further reduces the storage size of textures.
These implementations were used to compress the many textures used in The Legend of Zelda: Tears of the Kingdom.</p>]]></content><author><name></name></author><summary type="html"><![CDATA[Textures in games are commonly encoded using specific texture codecs designed to minimize RAM usage while maintaining quick texture access from the GPU. NERD implemented highly optimized versions of these codecs with an additional innovative layer of compression that further reduces the storage size of textures. These implementations were used to compress the many textures used in The Legend of Zelda: Tears of the Kingdom.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://www.nerd.nintendo.com/assets/images/2024-06-24-TOTK.jpg" /><media:content medium="image" url="https://www.nerd.nintendo.com/assets/images/2024-06-24-TOTK.jpg" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">NERD Develops Tools Used to Help Produce Animations in The Legend of Zelda: Tears of the Kingdom</title><link href="https://www.nerd.nintendo.com/2024/06/24/TOTK3.html" rel="alternate" type="text/html" title="NERD Develops Tools Used to Help Produce Animations in The Legend of Zelda: Tears of the Kingdom" /><published>2024-06-24T00:00:00+00:00</published><updated>2024-06-24T00:00:00+00:00</updated><id>https://www.nerd.nintendo.com/2024/06/24/TOTK3</id><content type="html" xml:base="https://www.nerd.nintendo.com/2024/06/24/TOTK3.html"><![CDATA[<p>NERD developed in-house tools to help generate and modify animations using physics and mathematical optimization.
These tools were used by the game development team in Japan to help produce a number of 3D model animations found in The Legend of Zelda: Tears of the Kingdom.</p>]]></content><author><name></name></author><summary type="html"><![CDATA[NERD developed in-house tools to help generate and modify animations using physics and mathematical optimization. These tools were used by the game development team in Japan to help produce a number of 3D model animations found in The Legend of Zelda: Tears of the Kingdom.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://www.nerd.nintendo.com/assets/images/2024-06-24-TOTK.jpg" /><media:content medium="image" url="https://www.nerd.nintendo.com/assets/images/2024-06-24-TOTK.jpg" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">Working With Rotations</title><link href="https://www.nerd.nintendo.com/2023/04/28/Working-with-rotations.html" rel="alternate" type="text/html" title="Working With Rotations" /><published>2023-04-28T00:00:00+00:00</published><updated>2023-04-28T00:00:00+00:00</updated><id>https://www.nerd.nintendo.com/2023/04/28/Working-with-rotations</id><content type="html" xml:base="https://www.nerd.nintendo.com/2023/04/28/Working-with-rotations.html"><![CDATA[<p>Rotations in 3D space (which we will just call “rotations” in this article) are useful for many applications – physics engines, robotics, positioning…– as they can encode the orientation of a rigid body. However, they are also fickle: they do not belong to a vector space (i.e. the linear combination of rotations is not a rotation) and as such are known to not work correctly with a number of standard interpolation, integration or optimization algorithms.</p>

<p>A rotation is geometrically described by its axis and the scalar angle around this axis, so it has three degrees of freedom: two for the direction of the axis and one for the angle. If rotations did form a vector space, there would exist an ideal parameterization (a minimal set of parameters) to describe them in ℝ³, with a differentiable bijection mapping each rotation to a single choice of parameter values.
As this is not the case, however, parameterization must be chosen carefully depending on the application, with a necessary trade-off between:</p>

<ul>
  <li>Redundancy – having more than three parameters, which adds complexity, since parameters must now follow certain constraints;</li>
  <li>The risk of encountering singularity – having several possible sets of parameters map to the same rotation, which causes calculations to fail.</li>
</ul>

<p>One can usually choose the right rotation parameterization for a given application by answering these three questions:</p>

<ul>
  <li>Can singularity be avoided for this application?
This is usually possible if the problem at hand only spans a subset of all rotations, or if it can be reexpressed to do so with a change of variables.</li>
  <li>Is it possible to easily enforce constraints on rotation parameters in the target algorithm?</li>
  <li>Is the parameter set computationally efficient for the elementary operations that will be performed on the rotations?
Different parameter sets perform differently whether performing composition, integration, Jacobian computations for optimization, or rotating a vector.</li>
</ul>

<p>The most widely used parameterizations are 3×3 matrices with orthonormality constraints, Euler angles and unitary quaternions, but several others exist. While some alternatives are merely mathematical curiosities, others, such as exponential coordinates and modified Rodrigues parameters (MRPs) can be very useful for specific applications.
These parameterizations are compared in the chart below.
<img src="/assets/images/2023-04-28-parameterizationschart.png" alt="after.png" /></p>

<p>For a more in-depth exploration of this topic, please have a look at our white paper here: <a href="/files\Working With Rotations 20230428.pdf">Working With Rotations</a>.</p>]]></content><author><name></name></author><summary type="html"><![CDATA[Rotations in 3D space (which we will just call “rotations” in this article) are useful for many applications – physics engines, robotics, positioning…– as they can encode the orientation of a rigid body. However, they are also fickle: they do not belong to a vector space (i.e. the linear combination of rotations is not a rotation) and as such are known to not work correctly with a number of standard interpolation, integration or optimization algorithms.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://www.nerd.nintendo.com/assets/images/2023-04-28-rotation.jpg" /><media:content medium="image" url="https://www.nerd.nintendo.com/assets/images/2023-04-28-rotation.jpg" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">NERD Provides Emulation Technology for Game Boy™ - Nintendo Switch Online</title><link href="https://www.nerd.nintendo.com/2023/02/08/NSO_GB.html" rel="alternate" type="text/html" title="NERD Provides Emulation Technology for Game Boy™ - Nintendo Switch Online" /><published>2023-02-08T00:00:00+00:00</published><updated>2023-02-08T00:00:00+00:00</updated><id>https://www.nerd.nintendo.com/2023/02/08/NSO_GB</id><content type="html" xml:base="https://www.nerd.nintendo.com/2023/02/08/NSO_GB.html"><![CDATA[<p>In order to bring the Game Boy™ and Game Boy Color™ experiences to Nintendo Switch™ via Nintendo Switch Online, NERD developed a brand-new in-house emulator to deliver high-fidelity versions of classic handheld games.
In this emulator, particular care was taken in reproducing original features such as Link Cable play (allowing for two-player multiplayer) and creating screen filters that reproduce the look and feel of the original Game Boy™, Game Boy Pocket™ and Game Boy Color™ LCD screens.</p>]]></content><author><name></name></author><summary type="html"><![CDATA[In order to bring the Game Boy™ and Game Boy Color™ experiences to Nintendo Switch™ via Nintendo Switch Online, NERD developed a brand-new in-house emulator to deliver high-fidelity versions of classic handheld games. In this emulator, particular care was taken in reproducing original features such as Link Cable play (allowing for two-player multiplayer) and creating screen filters that reproduce the look and feel of the original Game Boy™, Game Boy Pocket™ and Game Boy Color™ LCD screens.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://www.nerd.nintendo.com/assets/images/2023-02-08-NSO_GB.jpg" /><media:content medium="image" url="https://www.nerd.nintendo.com/assets/images/2023-02-08-NSO_GB.jpg" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">NERD Provides Emulation Technology for Game Boy Advance™ - Nintendo Switch Online</title><link href="https://www.nerd.nintendo.com/2023/02/08/NSO_GBA.html" rel="alternate" type="text/html" title="NERD Provides Emulation Technology for Game Boy Advance™ - Nintendo Switch Online" /><published>2023-02-08T00:00:00+00:00</published><updated>2023-02-08T00:00:00+00:00</updated><id>https://www.nerd.nintendo.com/2023/02/08/NSO_GBA</id><content type="html" xml:base="https://www.nerd.nintendo.com/2023/02/08/NSO_GBA.html"><![CDATA[<p>In order to bring the Game Boy Advance™ experience to Nintendo Switch™ via Nintendo Switch Online + Expansion Pack, NERD developed a brand-new in-house emulator to deliver high-fidelity versions of classic handheld games.
In this emulator, particular care was taken in reproducing original Game Boy Advance™ features such as Link Cable play (allowing up to four-player multiplayer) and creating screen filters that reproduce the look and feel of the original Game Boy Advance™ LCD screen.</p>]]></content><author><name></name></author><summary type="html"><![CDATA[In order to bring the Game Boy Advance™ experience to Nintendo Switch™ via Nintendo Switch Online + Expansion Pack, NERD developed a brand-new in-house emulator to deliver high-fidelity versions of classic handheld games. In this emulator, particular care was taken in reproducing original Game Boy Advance™ features such as Link Cable play (allowing up to four-player multiplayer) and creating screen filters that reproduce the look and feel of the original Game Boy Advance™ LCD screen.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://www.nerd.nintendo.com/assets/images/2023-02-08-NSO_GBA.jpg" /><media:content medium="image" url="https://www.nerd.nintendo.com/assets/images/2023-02-08-NSO_GBA.jpg" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">NERD Provides Filtering Expertise and Improves Robustness of Gesture Tracking in Nintendo Switch™ Sports</title><link href="https://www.nerd.nintendo.com/2022/04/29/Switch_Sports.html" rel="alternate" type="text/html" title="NERD Provides Filtering Expertise and Improves Robustness of Gesture Tracking in Nintendo Switch™ Sports" /><published>2022-04-29T00:00:00+00:00</published><updated>2022-04-29T00:00:00+00:00</updated><id>https://www.nerd.nintendo.com/2022/04/29/Switch_Sports</id><content type="html" xml:base="https://www.nerd.nintendo.com/2022/04/29/Switch_Sports.html"><![CDATA[<p>In Nintendo Switch™ Sports, players compete against each other in a series of user-friendly motion-controlled sports games using a simple setup: Joy-Con controllers and a screen.
One challenge was to make sure that the player’s movements are accurately aligned with the avatar’s on-screen forward-facing position without having to rely on any kind of additional tracking system.
Working in close collaboration with the system software and game development teams in Japan, NERD developed a custom sensor fusion algorithm uniquely tailored to the game, allowing players to swing their sword or racket with a higher sense of immersion in sports like Chambara or Badminton.</p>]]></content><author><name></name></author><summary type="html"><![CDATA[In Nintendo Switch™ Sports, players compete against each other in a series of user-friendly motion-controlled sports games using a simple setup: Joy-Con controllers and a screen. One challenge was to make sure that the player’s movements are accurately aligned with the avatar’s on-screen forward-facing position without having to rely on any kind of additional tracking system. Working in close collaboration with the system software and game development teams in Japan, NERD developed a custom sensor fusion algorithm uniquely tailored to the game, allowing players to swing their sword or racket with a higher sense of immersion in sports like Chambara or Badminton.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://www.nerd.nintendo.com/assets/images/2022-04-29-Switch_Sports.jpg" /><media:content medium="image" url="https://www.nerd.nintendo.com/assets/images/2022-04-29-Switch_Sports.jpg" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">NERD Provides Support for Nintendo 64™ – Nintendo Switch Online and SEGA Mega Drive™ – Nintendo Switch Online</title><link href="https://www.nerd.nintendo.com/2021/10/26/NSO_N64_SMD.html" rel="alternate" type="text/html" title="NERD Provides Support for Nintendo 64™ – Nintendo Switch Online and SEGA Mega Drive™ – Nintendo Switch Online" /><published>2021-10-26T00:00:00+00:00</published><updated>2021-10-26T00:00:00+00:00</updated><id>https://www.nerd.nintendo.com/2021/10/26/NSO_N64_SMD</id><content type="html" xml:base="https://www.nerd.nintendo.com/2021/10/26/NSO_N64_SMD.html"><![CDATA[<p>To help deliver the two new classic platforms provided in the Nintendo Switch Online + Expansion Pack, Nintendo 64™ – Nintendo Switch Online and SEGA Mega Drive™ – Nintendo Switch Online, NERD assisted collaborating companies in integrating their emulation technologies into applications powered by NERD’s own internal rapid UI development framework.</p>]]></content><author><name></name></author><summary type="html"><![CDATA[To help deliver the two new classic platforms provided in the Nintendo Switch Online + Expansion Pack, Nintendo 64™ – Nintendo Switch Online and SEGA Mega Drive™ – Nintendo Switch Online, NERD assisted collaborating companies in integrating their emulation technologies into applications powered by NERD’s own internal rapid UI development framework.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://www.nerd.nintendo.com/assets/images/2021-10-26-NSO_N64_SMD.jpg" /><media:content medium="image" url="https://www.nerd.nintendo.com/assets/images/2021-10-26-NSO_N64_SMD.jpg" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">NERD Provides Expertise and Several Key Software Technologies Fueling Mario Kart Live: Home Circuit</title><link href="https://www.nerd.nintendo.com/2020/10/16/MKLHC.html" rel="alternate" type="text/html" title="NERD Provides Expertise and Several Key Software Technologies Fueling Mario Kart Live: Home Circuit" /><published>2020-10-16T00:00:00+00:00</published><updated>2020-10-16T00:00:00+00:00</updated><id>https://www.nerd.nintendo.com/2020/10/16/MKLHC</id><content type="html" xml:base="https://www.nerd.nintendo.com/2020/10/16/MKLHC.html"><![CDATA[<p>Mario Kart Live: Home Circuit brings a brand new gaming experience that turns
your living room into an AR-enriched Mario Kart race track.</p>

<p>Collaborating closely with Nintendo hardware and software teams in Japan, NERD
helped bring Mario Kart Live: Home Circuit to life by providing key software
technology and expertise in areas such as steering control, low-latency video
capture and streaming and location tracking.</p>]]></content><author><name></name></author><summary type="html"><![CDATA[Mario Kart Live: Home Circuit brings a brand new gaming experience that turns your living room into an AR-enriched Mario Kart race track.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://www.nerd.nintendo.com/assets/images/2020-10-16-MKLHC.jpg" /><media:content medium="image" url="https://www.nerd.nintendo.com/assets/images/2020-10-16-MKLHC.jpg" xmlns:media="http://search.yahoo.com/mrss/" /></entry></feed>