lighting the city of glass

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Page 1: Lighting the City of Glass

LIGHTING THE CITY OF GLASS

Fabien ChristinSenior Lighting Artist

GDC 2016

RENDERING THE CITY OF GLASS

Mirrorrsquos Edge Story Trailer

MIRRORrsquoS EDGE (2008)

bull Gorgeous futuristic office spacesand rooftops

bull Lighting was a big part of the art direction TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

MIRRORrsquoS EDGE (2008)

bull Gorgeous futuristic office spacesand rooftops

bull Lighting was a big part of the art direction TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

MIRRORrsquoS EDGE (2008)LIGHTING TECH

bull Lighting is Static

bull Using Beast inside Unreal Engine 3

bull Baked Direct and Indirect Lighting

bull High Resolution lightmapsbull 1 pixel per cmbull Directional irradiance

bull 25 hours to render 1 level

MIRRORrsquoS EDGECATALYST

MIRRORrsquoS EDGE CATALYSTGAME DESIGN

bull Large city as a playground

bull Free roaming

bull Exploration

MIRRORrsquoS EDGE CATALYSTGAME DESIGN

bull Living world

bull Day cycle

bull Vibrant world

bull Immersion

MIRRORrsquoS EDGE CATALYSTGAME DESIGN

bull Living world

bull Day cycle

bull Vibrant world

bull Immersion

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

MIRRORrsquoS EDGE CATALYSTGAME DESIGN

bull Strong narration

bull City of Glass history

bull Rise of Faith

MIRRORrsquoS EDGE CATALYSTCHALLENGES

bull Creating a Time of Day system

bull Can we even make Mirrorrsquos Edge with dynamic lighting

bull Making beliveable characters for cinematics

bull Creating stylized images with Physically Based rendering

SHADING FUNDAMENTALSPHYSICALLY BASED RENDERING

bull Frostbite transitioned to PRRhttpwwwfrostbitecom201411moving-frostbite-to-pbr

bull Specular Microfacet model with GGX normal distribution functionbull Diffuse Disney Diffuse with energy

renormalization

bull Now industry standardbull Easier to author textures with other

softwares

SHADING FUNDAMENTALSPHYSICALLY BASED RENDERING

bull Base Colorbull sRGB 40 ndash 230

bull Smoothnessbull Artist driven

bull Reflectancebull Controls fresnel curve of reflectionsbull Physically correct values to follow

bull Metal mask

SHADING FUNDAMENTALSPHYSICALLY BASED RENDERING

bull Dynamic Time of Day loves PBRbull Shading for every lighting conditionsbull Accurate reflections of the environment

bull Game camera is a physical camerabull Accurate Exposure values Shutter Speed Aperture ISObull Realistic Depth of Field

GATHERING REFERENCESIN TOKYO

GATHERING REFERENCESBUILDINGS ARCHITECTURE

GATHERING REFERENCESFACADE PROPS AND BILLBOARDS

GATHERING REFERENCESROOFTOPS

GATHERING REFERENCESWHITE VALUES

GATHERING REFERENCESLIGHTING

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GATHERING REFERENCESTIMELAPSE

bull Useful EXIF data

bull White Balance

bull Exposure

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GATHERING REFERENCESHDR PROBES

bull Capturing HDR probes as references

bull 16k 8k using a 14mm rectilinear lensbull 14 camera positions

bull Up to 22 EV

bull Absolute HDR

bull HDR timelapses of sunrise and sunset

>

GATHERING REFERENCESHDR PROBES

bull Object previewing

Work In Progress Visuals

CREATING THE SKIESOBSTACLES

HDR skies couldnrsquot be used in the game

bull Dynamic time of day would require many skies

bull Needs a lot of memory fast streaming

bull Blending between HDR skies was obvious

bull Clouds requires high resolution

bull Want to relight the clouds

PHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Rayleigh coefficients multiplier

bull Rayleigh height

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Mie Scattering coefficients multiplier

bull Mie Scattering height

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Ozone percentage

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Lights sources

bull Sun Intensity illuminates the skyOn a sunny day Sun = 100 000 lux

bull Sun elevation does all the work

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Lights Sources

bull Using 2 light sourcesbull Sunbull Moon

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial Perspective

bull Scale and intensity controls TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Altitude

bull Density

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Clamp density

bull Color add or multiplier

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull 2 Cloud planes lit by the sky

bull Alpha texturebull Absorbtion and thickness values

bull Sky and Clouds costbull Around 075 ms on consoles

(+ 035 ms compared to static sky)

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Always want more control

bull Wanted deeper blues

CREATING THE SKIESPHYSICALLY BASED SKY

bull Physically correct

bull But not deep enough

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter OFF

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter ON

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Add Rayleigh ScatteringMultiplier

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Not deep enough

CREATING THE SKIESPHYSICALLY BASED SKY

bull Rayleigh scattering 2

bull More dramatic

CREATING THE SKIESPHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial perspective leakingthrough geometry

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Added Mie Scattering multiplier

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Replaced with Forward Scattering lightshafts

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCONTROLLING THE CLOCK

bull Constrain the Time Of Day for Critical Path missions

bull Want to follow a color script

bull Sun shadows

bull Connected to the player movement to hide jittery shadows

GLOBAL ILLUMINATION

GLOBAL ILLUMINATION

Work In Progress Visuals

GLOBAL ILLUMINATION

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Real-time indirect lighting solution by Geomerics

bull Used in Frostbite since Battlefield 3

bull However only static lightmapsbull Only used dynamically in Need for Speed

Rivals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Rather fast precomputebull 7 hours for the whole city

bull Interactive relightingbull Gives a lot of creative

freedom

Work In Progress Visuals

>

GLOBAL ILLUMINATIONENLIGHTEN

bull City divided in hierarchized zones for streaming

bull 17 Ground level zones

bull 83 Buildings zones

bull 391 Props zones

GLOBAL ILLUMINATIONENLIGHTEN

bull Each streaming zone has it ownEnlighten database

bull 1 Lightmap (Atlas up to 20482048)bull For large static objects

bull Lightprobes (L2 spherical harmonics)bull For dynamic and small objects

bull GI data for relighting

bull Between 5 and 15 MB

bull Around 30 databases loadedsimultaneously

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Runtime update on CPU

bull Budget of 3 ms per frame

bull Small visual pop whenTime Of Day progresses

Work In Progress Visuals

>

GLOBAL ILLUMINATIONBLENDING UPDATES

bull Always render Enlighten 4 minutes ahead of TimeOfDay time (8 seconds in real life)

bull 3 lightmaps for each databasebull Current onebull Next one ready to blendbull Next one getting solved

bull Possibility to switch back to instant update

GLOBAL ILLUMINATIONBLENDING UPDATES

Work In Progress Visuals

>

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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Page 2: Lighting the City of Glass

RENDERING THE CITY OF GLASS

Mirrorrsquos Edge Story Trailer

MIRRORrsquoS EDGE (2008)

bull Gorgeous futuristic office spacesand rooftops

bull Lighting was a big part of the art direction TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

MIRRORrsquoS EDGE (2008)

bull Gorgeous futuristic office spacesand rooftops

bull Lighting was a big part of the art direction TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

MIRRORrsquoS EDGE (2008)LIGHTING TECH

bull Lighting is Static

bull Using Beast inside Unreal Engine 3

bull Baked Direct and Indirect Lighting

bull High Resolution lightmapsbull 1 pixel per cmbull Directional irradiance

bull 25 hours to render 1 level

MIRRORrsquoS EDGECATALYST

MIRRORrsquoS EDGE CATALYSTGAME DESIGN

bull Large city as a playground

bull Free roaming

bull Exploration

MIRRORrsquoS EDGE CATALYSTGAME DESIGN

bull Living world

bull Day cycle

bull Vibrant world

bull Immersion

MIRRORrsquoS EDGE CATALYSTGAME DESIGN

bull Living world

bull Day cycle

bull Vibrant world

bull Immersion

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

MIRRORrsquoS EDGE CATALYSTGAME DESIGN

bull Strong narration

bull City of Glass history

bull Rise of Faith

MIRRORrsquoS EDGE CATALYSTCHALLENGES

bull Creating a Time of Day system

bull Can we even make Mirrorrsquos Edge with dynamic lighting

bull Making beliveable characters for cinematics

bull Creating stylized images with Physically Based rendering

SHADING FUNDAMENTALSPHYSICALLY BASED RENDERING

bull Frostbite transitioned to PRRhttpwwwfrostbitecom201411moving-frostbite-to-pbr

bull Specular Microfacet model with GGX normal distribution functionbull Diffuse Disney Diffuse with energy

renormalization

bull Now industry standardbull Easier to author textures with other

softwares

SHADING FUNDAMENTALSPHYSICALLY BASED RENDERING

bull Base Colorbull sRGB 40 ndash 230

bull Smoothnessbull Artist driven

bull Reflectancebull Controls fresnel curve of reflectionsbull Physically correct values to follow

bull Metal mask

SHADING FUNDAMENTALSPHYSICALLY BASED RENDERING

bull Dynamic Time of Day loves PBRbull Shading for every lighting conditionsbull Accurate reflections of the environment

bull Game camera is a physical camerabull Accurate Exposure values Shutter Speed Aperture ISObull Realistic Depth of Field

GATHERING REFERENCESIN TOKYO

GATHERING REFERENCESBUILDINGS ARCHITECTURE

GATHERING REFERENCESFACADE PROPS AND BILLBOARDS

GATHERING REFERENCESROOFTOPS

GATHERING REFERENCESWHITE VALUES

GATHERING REFERENCESLIGHTING

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GATHERING REFERENCESTIMELAPSE

bull Useful EXIF data

bull White Balance

bull Exposure

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GATHERING REFERENCESHDR PROBES

bull Capturing HDR probes as references

bull 16k 8k using a 14mm rectilinear lensbull 14 camera positions

bull Up to 22 EV

bull Absolute HDR

bull HDR timelapses of sunrise and sunset

>

GATHERING REFERENCESHDR PROBES

bull Object previewing

Work In Progress Visuals

CREATING THE SKIESOBSTACLES

HDR skies couldnrsquot be used in the game

bull Dynamic time of day would require many skies

bull Needs a lot of memory fast streaming

bull Blending between HDR skies was obvious

bull Clouds requires high resolution

bull Want to relight the clouds

PHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Rayleigh coefficients multiplier

bull Rayleigh height

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Mie Scattering coefficients multiplier

bull Mie Scattering height

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Ozone percentage

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Lights sources

bull Sun Intensity illuminates the skyOn a sunny day Sun = 100 000 lux

bull Sun elevation does all the work

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Lights Sources

bull Using 2 light sourcesbull Sunbull Moon

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial Perspective

bull Scale and intensity controls TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Altitude

bull Density

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Clamp density

bull Color add or multiplier

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull 2 Cloud planes lit by the sky

bull Alpha texturebull Absorbtion and thickness values

bull Sky and Clouds costbull Around 075 ms on consoles

(+ 035 ms compared to static sky)

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Always want more control

bull Wanted deeper blues

CREATING THE SKIESPHYSICALLY BASED SKY

bull Physically correct

bull But not deep enough

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter OFF

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter ON

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Add Rayleigh ScatteringMultiplier

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Not deep enough

CREATING THE SKIESPHYSICALLY BASED SKY

bull Rayleigh scattering 2

bull More dramatic

CREATING THE SKIESPHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial perspective leakingthrough geometry

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Added Mie Scattering multiplier

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Replaced with Forward Scattering lightshafts

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCONTROLLING THE CLOCK

bull Constrain the Time Of Day for Critical Path missions

bull Want to follow a color script

bull Sun shadows

bull Connected to the player movement to hide jittery shadows

GLOBAL ILLUMINATION

GLOBAL ILLUMINATION

Work In Progress Visuals

GLOBAL ILLUMINATION

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Real-time indirect lighting solution by Geomerics

bull Used in Frostbite since Battlefield 3

bull However only static lightmapsbull Only used dynamically in Need for Speed

Rivals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Rather fast precomputebull 7 hours for the whole city

bull Interactive relightingbull Gives a lot of creative

freedom

Work In Progress Visuals

>

GLOBAL ILLUMINATIONENLIGHTEN

bull City divided in hierarchized zones for streaming

bull 17 Ground level zones

bull 83 Buildings zones

bull 391 Props zones

GLOBAL ILLUMINATIONENLIGHTEN

bull Each streaming zone has it ownEnlighten database

bull 1 Lightmap (Atlas up to 20482048)bull For large static objects

bull Lightprobes (L2 spherical harmonics)bull For dynamic and small objects

bull GI data for relighting

bull Between 5 and 15 MB

bull Around 30 databases loadedsimultaneously

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Runtime update on CPU

bull Budget of 3 ms per frame

bull Small visual pop whenTime Of Day progresses

Work In Progress Visuals

>

GLOBAL ILLUMINATIONBLENDING UPDATES

bull Always render Enlighten 4 minutes ahead of TimeOfDay time (8 seconds in real life)

bull 3 lightmaps for each databasebull Current onebull Next one ready to blendbull Next one getting solved

bull Possibility to switch back to instant update

GLOBAL ILLUMINATIONBLENDING UPDATES

Work In Progress Visuals

>

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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Page 3: Lighting the City of Glass

MIRRORrsquoS EDGE (2008)

bull Gorgeous futuristic office spacesand rooftops

bull Lighting was a big part of the art direction TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

MIRRORrsquoS EDGE (2008)

bull Gorgeous futuristic office spacesand rooftops

bull Lighting was a big part of the art direction TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

MIRRORrsquoS EDGE (2008)LIGHTING TECH

bull Lighting is Static

bull Using Beast inside Unreal Engine 3

bull Baked Direct and Indirect Lighting

bull High Resolution lightmapsbull 1 pixel per cmbull Directional irradiance

bull 25 hours to render 1 level

MIRRORrsquoS EDGECATALYST

MIRRORrsquoS EDGE CATALYSTGAME DESIGN

bull Large city as a playground

bull Free roaming

bull Exploration

MIRRORrsquoS EDGE CATALYSTGAME DESIGN

bull Living world

bull Day cycle

bull Vibrant world

bull Immersion

MIRRORrsquoS EDGE CATALYSTGAME DESIGN

bull Living world

bull Day cycle

bull Vibrant world

bull Immersion

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

MIRRORrsquoS EDGE CATALYSTGAME DESIGN

bull Strong narration

bull City of Glass history

bull Rise of Faith

MIRRORrsquoS EDGE CATALYSTCHALLENGES

bull Creating a Time of Day system

bull Can we even make Mirrorrsquos Edge with dynamic lighting

bull Making beliveable characters for cinematics

bull Creating stylized images with Physically Based rendering

SHADING FUNDAMENTALSPHYSICALLY BASED RENDERING

bull Frostbite transitioned to PRRhttpwwwfrostbitecom201411moving-frostbite-to-pbr

bull Specular Microfacet model with GGX normal distribution functionbull Diffuse Disney Diffuse with energy

renormalization

bull Now industry standardbull Easier to author textures with other

softwares

SHADING FUNDAMENTALSPHYSICALLY BASED RENDERING

bull Base Colorbull sRGB 40 ndash 230

bull Smoothnessbull Artist driven

bull Reflectancebull Controls fresnel curve of reflectionsbull Physically correct values to follow

bull Metal mask

SHADING FUNDAMENTALSPHYSICALLY BASED RENDERING

bull Dynamic Time of Day loves PBRbull Shading for every lighting conditionsbull Accurate reflections of the environment

bull Game camera is a physical camerabull Accurate Exposure values Shutter Speed Aperture ISObull Realistic Depth of Field

GATHERING REFERENCESIN TOKYO

GATHERING REFERENCESBUILDINGS ARCHITECTURE

GATHERING REFERENCESFACADE PROPS AND BILLBOARDS

GATHERING REFERENCESROOFTOPS

GATHERING REFERENCESWHITE VALUES

GATHERING REFERENCESLIGHTING

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GATHERING REFERENCESTIMELAPSE

bull Useful EXIF data

bull White Balance

bull Exposure

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GATHERING REFERENCESHDR PROBES

bull Capturing HDR probes as references

bull 16k 8k using a 14mm rectilinear lensbull 14 camera positions

bull Up to 22 EV

bull Absolute HDR

bull HDR timelapses of sunrise and sunset

>

GATHERING REFERENCESHDR PROBES

bull Object previewing

Work In Progress Visuals

CREATING THE SKIESOBSTACLES

HDR skies couldnrsquot be used in the game

bull Dynamic time of day would require many skies

bull Needs a lot of memory fast streaming

bull Blending between HDR skies was obvious

bull Clouds requires high resolution

bull Want to relight the clouds

PHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Rayleigh coefficients multiplier

bull Rayleigh height

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Mie Scattering coefficients multiplier

bull Mie Scattering height

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Ozone percentage

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Lights sources

bull Sun Intensity illuminates the skyOn a sunny day Sun = 100 000 lux

bull Sun elevation does all the work

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Lights Sources

bull Using 2 light sourcesbull Sunbull Moon

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial Perspective

bull Scale and intensity controls TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Altitude

bull Density

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Clamp density

bull Color add or multiplier

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull 2 Cloud planes lit by the sky

bull Alpha texturebull Absorbtion and thickness values

bull Sky and Clouds costbull Around 075 ms on consoles

(+ 035 ms compared to static sky)

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Always want more control

bull Wanted deeper blues

CREATING THE SKIESPHYSICALLY BASED SKY

bull Physically correct

bull But not deep enough

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter OFF

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter ON

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Add Rayleigh ScatteringMultiplier

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Not deep enough

CREATING THE SKIESPHYSICALLY BASED SKY

bull Rayleigh scattering 2

bull More dramatic

CREATING THE SKIESPHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial perspective leakingthrough geometry

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Added Mie Scattering multiplier

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Replaced with Forward Scattering lightshafts

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCONTROLLING THE CLOCK

bull Constrain the Time Of Day for Critical Path missions

bull Want to follow a color script

bull Sun shadows

bull Connected to the player movement to hide jittery shadows

GLOBAL ILLUMINATION

GLOBAL ILLUMINATION

Work In Progress Visuals

GLOBAL ILLUMINATION

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Real-time indirect lighting solution by Geomerics

bull Used in Frostbite since Battlefield 3

bull However only static lightmapsbull Only used dynamically in Need for Speed

Rivals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Rather fast precomputebull 7 hours for the whole city

bull Interactive relightingbull Gives a lot of creative

freedom

Work In Progress Visuals

>

GLOBAL ILLUMINATIONENLIGHTEN

bull City divided in hierarchized zones for streaming

bull 17 Ground level zones

bull 83 Buildings zones

bull 391 Props zones

GLOBAL ILLUMINATIONENLIGHTEN

bull Each streaming zone has it ownEnlighten database

bull 1 Lightmap (Atlas up to 20482048)bull For large static objects

bull Lightprobes (L2 spherical harmonics)bull For dynamic and small objects

bull GI data for relighting

bull Between 5 and 15 MB

bull Around 30 databases loadedsimultaneously

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Runtime update on CPU

bull Budget of 3 ms per frame

bull Small visual pop whenTime Of Day progresses

Work In Progress Visuals

>

GLOBAL ILLUMINATIONBLENDING UPDATES

bull Always render Enlighten 4 minutes ahead of TimeOfDay time (8 seconds in real life)

bull 3 lightmaps for each databasebull Current onebull Next one ready to blendbull Next one getting solved

bull Possibility to switch back to instant update

GLOBAL ILLUMINATIONBLENDING UPDATES

Work In Progress Visuals

>

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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Page 4: Lighting the City of Glass

MIRRORrsquoS EDGE (2008)

bull Gorgeous futuristic office spacesand rooftops

bull Lighting was a big part of the art direction TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

MIRRORrsquoS EDGE (2008)LIGHTING TECH

bull Lighting is Static

bull Using Beast inside Unreal Engine 3

bull Baked Direct and Indirect Lighting

bull High Resolution lightmapsbull 1 pixel per cmbull Directional irradiance

bull 25 hours to render 1 level

MIRRORrsquoS EDGECATALYST

MIRRORrsquoS EDGE CATALYSTGAME DESIGN

bull Large city as a playground

bull Free roaming

bull Exploration

MIRRORrsquoS EDGE CATALYSTGAME DESIGN

bull Living world

bull Day cycle

bull Vibrant world

bull Immersion

MIRRORrsquoS EDGE CATALYSTGAME DESIGN

bull Living world

bull Day cycle

bull Vibrant world

bull Immersion

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

MIRRORrsquoS EDGE CATALYSTGAME DESIGN

bull Strong narration

bull City of Glass history

bull Rise of Faith

MIRRORrsquoS EDGE CATALYSTCHALLENGES

bull Creating a Time of Day system

bull Can we even make Mirrorrsquos Edge with dynamic lighting

bull Making beliveable characters for cinematics

bull Creating stylized images with Physically Based rendering

SHADING FUNDAMENTALSPHYSICALLY BASED RENDERING

bull Frostbite transitioned to PRRhttpwwwfrostbitecom201411moving-frostbite-to-pbr

bull Specular Microfacet model with GGX normal distribution functionbull Diffuse Disney Diffuse with energy

renormalization

bull Now industry standardbull Easier to author textures with other

softwares

SHADING FUNDAMENTALSPHYSICALLY BASED RENDERING

bull Base Colorbull sRGB 40 ndash 230

bull Smoothnessbull Artist driven

bull Reflectancebull Controls fresnel curve of reflectionsbull Physically correct values to follow

bull Metal mask

SHADING FUNDAMENTALSPHYSICALLY BASED RENDERING

bull Dynamic Time of Day loves PBRbull Shading for every lighting conditionsbull Accurate reflections of the environment

bull Game camera is a physical camerabull Accurate Exposure values Shutter Speed Aperture ISObull Realistic Depth of Field

GATHERING REFERENCESIN TOKYO

GATHERING REFERENCESBUILDINGS ARCHITECTURE

GATHERING REFERENCESFACADE PROPS AND BILLBOARDS

GATHERING REFERENCESROOFTOPS

GATHERING REFERENCESWHITE VALUES

GATHERING REFERENCESLIGHTING

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GATHERING REFERENCESTIMELAPSE

bull Useful EXIF data

bull White Balance

bull Exposure

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GATHERING REFERENCESHDR PROBES

bull Capturing HDR probes as references

bull 16k 8k using a 14mm rectilinear lensbull 14 camera positions

bull Up to 22 EV

bull Absolute HDR

bull HDR timelapses of sunrise and sunset

>

GATHERING REFERENCESHDR PROBES

bull Object previewing

Work In Progress Visuals

CREATING THE SKIESOBSTACLES

HDR skies couldnrsquot be used in the game

bull Dynamic time of day would require many skies

bull Needs a lot of memory fast streaming

bull Blending between HDR skies was obvious

bull Clouds requires high resolution

bull Want to relight the clouds

PHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Rayleigh coefficients multiplier

bull Rayleigh height

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Mie Scattering coefficients multiplier

bull Mie Scattering height

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Ozone percentage

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Lights sources

bull Sun Intensity illuminates the skyOn a sunny day Sun = 100 000 lux

bull Sun elevation does all the work

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Lights Sources

bull Using 2 light sourcesbull Sunbull Moon

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial Perspective

bull Scale and intensity controls TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Altitude

bull Density

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Clamp density

bull Color add or multiplier

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull 2 Cloud planes lit by the sky

bull Alpha texturebull Absorbtion and thickness values

bull Sky and Clouds costbull Around 075 ms on consoles

(+ 035 ms compared to static sky)

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Always want more control

bull Wanted deeper blues

CREATING THE SKIESPHYSICALLY BASED SKY

bull Physically correct

bull But not deep enough

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter OFF

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter ON

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Add Rayleigh ScatteringMultiplier

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Not deep enough

CREATING THE SKIESPHYSICALLY BASED SKY

bull Rayleigh scattering 2

bull More dramatic

CREATING THE SKIESPHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial perspective leakingthrough geometry

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Added Mie Scattering multiplier

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Replaced with Forward Scattering lightshafts

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCONTROLLING THE CLOCK

bull Constrain the Time Of Day for Critical Path missions

bull Want to follow a color script

bull Sun shadows

bull Connected to the player movement to hide jittery shadows

GLOBAL ILLUMINATION

GLOBAL ILLUMINATION

Work In Progress Visuals

GLOBAL ILLUMINATION

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Real-time indirect lighting solution by Geomerics

bull Used in Frostbite since Battlefield 3

bull However only static lightmapsbull Only used dynamically in Need for Speed

Rivals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Rather fast precomputebull 7 hours for the whole city

bull Interactive relightingbull Gives a lot of creative

freedom

Work In Progress Visuals

>

GLOBAL ILLUMINATIONENLIGHTEN

bull City divided in hierarchized zones for streaming

bull 17 Ground level zones

bull 83 Buildings zones

bull 391 Props zones

GLOBAL ILLUMINATIONENLIGHTEN

bull Each streaming zone has it ownEnlighten database

bull 1 Lightmap (Atlas up to 20482048)bull For large static objects

bull Lightprobes (L2 spherical harmonics)bull For dynamic and small objects

bull GI data for relighting

bull Between 5 and 15 MB

bull Around 30 databases loadedsimultaneously

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Runtime update on CPU

bull Budget of 3 ms per frame

bull Small visual pop whenTime Of Day progresses

Work In Progress Visuals

>

GLOBAL ILLUMINATIONBLENDING UPDATES

bull Always render Enlighten 4 minutes ahead of TimeOfDay time (8 seconds in real life)

bull 3 lightmaps for each databasebull Current onebull Next one ready to blendbull Next one getting solved

bull Possibility to switch back to instant update

GLOBAL ILLUMINATIONBLENDING UPDATES

Work In Progress Visuals

>

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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Page 5: Lighting the City of Glass

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

MIRRORrsquoS EDGE (2008)LIGHTING TECH

bull Lighting is Static

bull Using Beast inside Unreal Engine 3

bull Baked Direct and Indirect Lighting

bull High Resolution lightmapsbull 1 pixel per cmbull Directional irradiance

bull 25 hours to render 1 level

MIRRORrsquoS EDGECATALYST

MIRRORrsquoS EDGE CATALYSTGAME DESIGN

bull Large city as a playground

bull Free roaming

bull Exploration

MIRRORrsquoS EDGE CATALYSTGAME DESIGN

bull Living world

bull Day cycle

bull Vibrant world

bull Immersion

MIRRORrsquoS EDGE CATALYSTGAME DESIGN

bull Living world

bull Day cycle

bull Vibrant world

bull Immersion

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

MIRRORrsquoS EDGE CATALYSTGAME DESIGN

bull Strong narration

bull City of Glass history

bull Rise of Faith

MIRRORrsquoS EDGE CATALYSTCHALLENGES

bull Creating a Time of Day system

bull Can we even make Mirrorrsquos Edge with dynamic lighting

bull Making beliveable characters for cinematics

bull Creating stylized images with Physically Based rendering

SHADING FUNDAMENTALSPHYSICALLY BASED RENDERING

bull Frostbite transitioned to PRRhttpwwwfrostbitecom201411moving-frostbite-to-pbr

bull Specular Microfacet model with GGX normal distribution functionbull Diffuse Disney Diffuse with energy

renormalization

bull Now industry standardbull Easier to author textures with other

softwares

SHADING FUNDAMENTALSPHYSICALLY BASED RENDERING

bull Base Colorbull sRGB 40 ndash 230

bull Smoothnessbull Artist driven

bull Reflectancebull Controls fresnel curve of reflectionsbull Physically correct values to follow

bull Metal mask

SHADING FUNDAMENTALSPHYSICALLY BASED RENDERING

bull Dynamic Time of Day loves PBRbull Shading for every lighting conditionsbull Accurate reflections of the environment

bull Game camera is a physical camerabull Accurate Exposure values Shutter Speed Aperture ISObull Realistic Depth of Field

GATHERING REFERENCESIN TOKYO

GATHERING REFERENCESBUILDINGS ARCHITECTURE

GATHERING REFERENCESFACADE PROPS AND BILLBOARDS

GATHERING REFERENCESROOFTOPS

GATHERING REFERENCESWHITE VALUES

GATHERING REFERENCESLIGHTING

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GATHERING REFERENCESTIMELAPSE

bull Useful EXIF data

bull White Balance

bull Exposure

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GATHERING REFERENCESHDR PROBES

bull Capturing HDR probes as references

bull 16k 8k using a 14mm rectilinear lensbull 14 camera positions

bull Up to 22 EV

bull Absolute HDR

bull HDR timelapses of sunrise and sunset

>

GATHERING REFERENCESHDR PROBES

bull Object previewing

Work In Progress Visuals

CREATING THE SKIESOBSTACLES

HDR skies couldnrsquot be used in the game

bull Dynamic time of day would require many skies

bull Needs a lot of memory fast streaming

bull Blending between HDR skies was obvious

bull Clouds requires high resolution

bull Want to relight the clouds

PHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Rayleigh coefficients multiplier

bull Rayleigh height

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Mie Scattering coefficients multiplier

bull Mie Scattering height

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Ozone percentage

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Lights sources

bull Sun Intensity illuminates the skyOn a sunny day Sun = 100 000 lux

bull Sun elevation does all the work

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Lights Sources

bull Using 2 light sourcesbull Sunbull Moon

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial Perspective

bull Scale and intensity controls TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Altitude

bull Density

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Clamp density

bull Color add or multiplier

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull 2 Cloud planes lit by the sky

bull Alpha texturebull Absorbtion and thickness values

bull Sky and Clouds costbull Around 075 ms on consoles

(+ 035 ms compared to static sky)

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Always want more control

bull Wanted deeper blues

CREATING THE SKIESPHYSICALLY BASED SKY

bull Physically correct

bull But not deep enough

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter OFF

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter ON

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Add Rayleigh ScatteringMultiplier

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Not deep enough

CREATING THE SKIESPHYSICALLY BASED SKY

bull Rayleigh scattering 2

bull More dramatic

CREATING THE SKIESPHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial perspective leakingthrough geometry

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Added Mie Scattering multiplier

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Replaced with Forward Scattering lightshafts

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCONTROLLING THE CLOCK

bull Constrain the Time Of Day for Critical Path missions

bull Want to follow a color script

bull Sun shadows

bull Connected to the player movement to hide jittery shadows

GLOBAL ILLUMINATION

GLOBAL ILLUMINATION

Work In Progress Visuals

GLOBAL ILLUMINATION

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Real-time indirect lighting solution by Geomerics

bull Used in Frostbite since Battlefield 3

bull However only static lightmapsbull Only used dynamically in Need for Speed

Rivals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Rather fast precomputebull 7 hours for the whole city

bull Interactive relightingbull Gives a lot of creative

freedom

Work In Progress Visuals

>

GLOBAL ILLUMINATIONENLIGHTEN

bull City divided in hierarchized zones for streaming

bull 17 Ground level zones

bull 83 Buildings zones

bull 391 Props zones

GLOBAL ILLUMINATIONENLIGHTEN

bull Each streaming zone has it ownEnlighten database

bull 1 Lightmap (Atlas up to 20482048)bull For large static objects

bull Lightprobes (L2 spherical harmonics)bull For dynamic and small objects

bull GI data for relighting

bull Between 5 and 15 MB

bull Around 30 databases loadedsimultaneously

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Runtime update on CPU

bull Budget of 3 ms per frame

bull Small visual pop whenTime Of Day progresses

Work In Progress Visuals

>

GLOBAL ILLUMINATIONBLENDING UPDATES

bull Always render Enlighten 4 minutes ahead of TimeOfDay time (8 seconds in real life)

bull 3 lightmaps for each databasebull Current onebull Next one ready to blendbull Next one getting solved

bull Possibility to switch back to instant update

GLOBAL ILLUMINATIONBLENDING UPDATES

Work In Progress Visuals

>

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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Page 6: Lighting the City of Glass

MIRRORrsquoS EDGECATALYST

MIRRORrsquoS EDGE CATALYSTGAME DESIGN

bull Large city as a playground

bull Free roaming

bull Exploration

MIRRORrsquoS EDGE CATALYSTGAME DESIGN

bull Living world

bull Day cycle

bull Vibrant world

bull Immersion

MIRRORrsquoS EDGE CATALYSTGAME DESIGN

bull Living world

bull Day cycle

bull Vibrant world

bull Immersion

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

MIRRORrsquoS EDGE CATALYSTGAME DESIGN

bull Strong narration

bull City of Glass history

bull Rise of Faith

MIRRORrsquoS EDGE CATALYSTCHALLENGES

bull Creating a Time of Day system

bull Can we even make Mirrorrsquos Edge with dynamic lighting

bull Making beliveable characters for cinematics

bull Creating stylized images with Physically Based rendering

SHADING FUNDAMENTALSPHYSICALLY BASED RENDERING

bull Frostbite transitioned to PRRhttpwwwfrostbitecom201411moving-frostbite-to-pbr

bull Specular Microfacet model with GGX normal distribution functionbull Diffuse Disney Diffuse with energy

renormalization

bull Now industry standardbull Easier to author textures with other

softwares

SHADING FUNDAMENTALSPHYSICALLY BASED RENDERING

bull Base Colorbull sRGB 40 ndash 230

bull Smoothnessbull Artist driven

bull Reflectancebull Controls fresnel curve of reflectionsbull Physically correct values to follow

bull Metal mask

SHADING FUNDAMENTALSPHYSICALLY BASED RENDERING

bull Dynamic Time of Day loves PBRbull Shading for every lighting conditionsbull Accurate reflections of the environment

bull Game camera is a physical camerabull Accurate Exposure values Shutter Speed Aperture ISObull Realistic Depth of Field

GATHERING REFERENCESIN TOKYO

GATHERING REFERENCESBUILDINGS ARCHITECTURE

GATHERING REFERENCESFACADE PROPS AND BILLBOARDS

GATHERING REFERENCESROOFTOPS

GATHERING REFERENCESWHITE VALUES

GATHERING REFERENCESLIGHTING

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GATHERING REFERENCESTIMELAPSE

bull Useful EXIF data

bull White Balance

bull Exposure

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GATHERING REFERENCESHDR PROBES

bull Capturing HDR probes as references

bull 16k 8k using a 14mm rectilinear lensbull 14 camera positions

bull Up to 22 EV

bull Absolute HDR

bull HDR timelapses of sunrise and sunset

>

GATHERING REFERENCESHDR PROBES

bull Object previewing

Work In Progress Visuals

CREATING THE SKIESOBSTACLES

HDR skies couldnrsquot be used in the game

bull Dynamic time of day would require many skies

bull Needs a lot of memory fast streaming

bull Blending between HDR skies was obvious

bull Clouds requires high resolution

bull Want to relight the clouds

PHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Rayleigh coefficients multiplier

bull Rayleigh height

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Mie Scattering coefficients multiplier

bull Mie Scattering height

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Ozone percentage

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Lights sources

bull Sun Intensity illuminates the skyOn a sunny day Sun = 100 000 lux

bull Sun elevation does all the work

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Lights Sources

bull Using 2 light sourcesbull Sunbull Moon

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial Perspective

bull Scale and intensity controls TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Altitude

bull Density

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Clamp density

bull Color add or multiplier

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull 2 Cloud planes lit by the sky

bull Alpha texturebull Absorbtion and thickness values

bull Sky and Clouds costbull Around 075 ms on consoles

(+ 035 ms compared to static sky)

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Always want more control

bull Wanted deeper blues

CREATING THE SKIESPHYSICALLY BASED SKY

bull Physically correct

bull But not deep enough

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter OFF

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter ON

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Add Rayleigh ScatteringMultiplier

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Not deep enough

CREATING THE SKIESPHYSICALLY BASED SKY

bull Rayleigh scattering 2

bull More dramatic

CREATING THE SKIESPHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial perspective leakingthrough geometry

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Added Mie Scattering multiplier

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Replaced with Forward Scattering lightshafts

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCONTROLLING THE CLOCK

bull Constrain the Time Of Day for Critical Path missions

bull Want to follow a color script

bull Sun shadows

bull Connected to the player movement to hide jittery shadows

GLOBAL ILLUMINATION

GLOBAL ILLUMINATION

Work In Progress Visuals

GLOBAL ILLUMINATION

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Real-time indirect lighting solution by Geomerics

bull Used in Frostbite since Battlefield 3

bull However only static lightmapsbull Only used dynamically in Need for Speed

Rivals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Rather fast precomputebull 7 hours for the whole city

bull Interactive relightingbull Gives a lot of creative

freedom

Work In Progress Visuals

>

GLOBAL ILLUMINATIONENLIGHTEN

bull City divided in hierarchized zones for streaming

bull 17 Ground level zones

bull 83 Buildings zones

bull 391 Props zones

GLOBAL ILLUMINATIONENLIGHTEN

bull Each streaming zone has it ownEnlighten database

bull 1 Lightmap (Atlas up to 20482048)bull For large static objects

bull Lightprobes (L2 spherical harmonics)bull For dynamic and small objects

bull GI data for relighting

bull Between 5 and 15 MB

bull Around 30 databases loadedsimultaneously

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Runtime update on CPU

bull Budget of 3 ms per frame

bull Small visual pop whenTime Of Day progresses

Work In Progress Visuals

>

GLOBAL ILLUMINATIONBLENDING UPDATES

bull Always render Enlighten 4 minutes ahead of TimeOfDay time (8 seconds in real life)

bull 3 lightmaps for each databasebull Current onebull Next one ready to blendbull Next one getting solved

bull Possibility to switch back to instant update

GLOBAL ILLUMINATIONBLENDING UPDATES

Work In Progress Visuals

>

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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Page 7: Lighting the City of Glass

MIRRORrsquoS EDGE CATALYSTGAME DESIGN

bull Large city as a playground

bull Free roaming

bull Exploration

MIRRORrsquoS EDGE CATALYSTGAME DESIGN

bull Living world

bull Day cycle

bull Vibrant world

bull Immersion

MIRRORrsquoS EDGE CATALYSTGAME DESIGN

bull Living world

bull Day cycle

bull Vibrant world

bull Immersion

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

MIRRORrsquoS EDGE CATALYSTGAME DESIGN

bull Strong narration

bull City of Glass history

bull Rise of Faith

MIRRORrsquoS EDGE CATALYSTCHALLENGES

bull Creating a Time of Day system

bull Can we even make Mirrorrsquos Edge with dynamic lighting

bull Making beliveable characters for cinematics

bull Creating stylized images with Physically Based rendering

SHADING FUNDAMENTALSPHYSICALLY BASED RENDERING

bull Frostbite transitioned to PRRhttpwwwfrostbitecom201411moving-frostbite-to-pbr

bull Specular Microfacet model with GGX normal distribution functionbull Diffuse Disney Diffuse with energy

renormalization

bull Now industry standardbull Easier to author textures with other

softwares

SHADING FUNDAMENTALSPHYSICALLY BASED RENDERING

bull Base Colorbull sRGB 40 ndash 230

bull Smoothnessbull Artist driven

bull Reflectancebull Controls fresnel curve of reflectionsbull Physically correct values to follow

bull Metal mask

SHADING FUNDAMENTALSPHYSICALLY BASED RENDERING

bull Dynamic Time of Day loves PBRbull Shading for every lighting conditionsbull Accurate reflections of the environment

bull Game camera is a physical camerabull Accurate Exposure values Shutter Speed Aperture ISObull Realistic Depth of Field

GATHERING REFERENCESIN TOKYO

GATHERING REFERENCESBUILDINGS ARCHITECTURE

GATHERING REFERENCESFACADE PROPS AND BILLBOARDS

GATHERING REFERENCESROOFTOPS

GATHERING REFERENCESWHITE VALUES

GATHERING REFERENCESLIGHTING

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GATHERING REFERENCESTIMELAPSE

bull Useful EXIF data

bull White Balance

bull Exposure

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GATHERING REFERENCESHDR PROBES

bull Capturing HDR probes as references

bull 16k 8k using a 14mm rectilinear lensbull 14 camera positions

bull Up to 22 EV

bull Absolute HDR

bull HDR timelapses of sunrise and sunset

>

GATHERING REFERENCESHDR PROBES

bull Object previewing

Work In Progress Visuals

CREATING THE SKIESOBSTACLES

HDR skies couldnrsquot be used in the game

bull Dynamic time of day would require many skies

bull Needs a lot of memory fast streaming

bull Blending between HDR skies was obvious

bull Clouds requires high resolution

bull Want to relight the clouds

PHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Rayleigh coefficients multiplier

bull Rayleigh height

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Mie Scattering coefficients multiplier

bull Mie Scattering height

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Ozone percentage

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Lights sources

bull Sun Intensity illuminates the skyOn a sunny day Sun = 100 000 lux

bull Sun elevation does all the work

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Lights Sources

bull Using 2 light sourcesbull Sunbull Moon

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial Perspective

bull Scale and intensity controls TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Altitude

bull Density

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Clamp density

bull Color add or multiplier

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull 2 Cloud planes lit by the sky

bull Alpha texturebull Absorbtion and thickness values

bull Sky and Clouds costbull Around 075 ms on consoles

(+ 035 ms compared to static sky)

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Always want more control

bull Wanted deeper blues

CREATING THE SKIESPHYSICALLY BASED SKY

bull Physically correct

bull But not deep enough

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter OFF

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter ON

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Add Rayleigh ScatteringMultiplier

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Not deep enough

CREATING THE SKIESPHYSICALLY BASED SKY

bull Rayleigh scattering 2

bull More dramatic

CREATING THE SKIESPHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial perspective leakingthrough geometry

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Added Mie Scattering multiplier

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Replaced with Forward Scattering lightshafts

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCONTROLLING THE CLOCK

bull Constrain the Time Of Day for Critical Path missions

bull Want to follow a color script

bull Sun shadows

bull Connected to the player movement to hide jittery shadows

GLOBAL ILLUMINATION

GLOBAL ILLUMINATION

Work In Progress Visuals

GLOBAL ILLUMINATION

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Real-time indirect lighting solution by Geomerics

bull Used in Frostbite since Battlefield 3

bull However only static lightmapsbull Only used dynamically in Need for Speed

Rivals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Rather fast precomputebull 7 hours for the whole city

bull Interactive relightingbull Gives a lot of creative

freedom

Work In Progress Visuals

>

GLOBAL ILLUMINATIONENLIGHTEN

bull City divided in hierarchized zones for streaming

bull 17 Ground level zones

bull 83 Buildings zones

bull 391 Props zones

GLOBAL ILLUMINATIONENLIGHTEN

bull Each streaming zone has it ownEnlighten database

bull 1 Lightmap (Atlas up to 20482048)bull For large static objects

bull Lightprobes (L2 spherical harmonics)bull For dynamic and small objects

bull GI data for relighting

bull Between 5 and 15 MB

bull Around 30 databases loadedsimultaneously

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Runtime update on CPU

bull Budget of 3 ms per frame

bull Small visual pop whenTime Of Day progresses

Work In Progress Visuals

>

GLOBAL ILLUMINATIONBLENDING UPDATES

bull Always render Enlighten 4 minutes ahead of TimeOfDay time (8 seconds in real life)

bull 3 lightmaps for each databasebull Current onebull Next one ready to blendbull Next one getting solved

bull Possibility to switch back to instant update

GLOBAL ILLUMINATIONBLENDING UPDATES

Work In Progress Visuals

>

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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Page 8: Lighting the City of Glass

MIRRORrsquoS EDGE CATALYSTGAME DESIGN

bull Living world

bull Day cycle

bull Vibrant world

bull Immersion

MIRRORrsquoS EDGE CATALYSTGAME DESIGN

bull Living world

bull Day cycle

bull Vibrant world

bull Immersion

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

MIRRORrsquoS EDGE CATALYSTGAME DESIGN

bull Strong narration

bull City of Glass history

bull Rise of Faith

MIRRORrsquoS EDGE CATALYSTCHALLENGES

bull Creating a Time of Day system

bull Can we even make Mirrorrsquos Edge with dynamic lighting

bull Making beliveable characters for cinematics

bull Creating stylized images with Physically Based rendering

SHADING FUNDAMENTALSPHYSICALLY BASED RENDERING

bull Frostbite transitioned to PRRhttpwwwfrostbitecom201411moving-frostbite-to-pbr

bull Specular Microfacet model with GGX normal distribution functionbull Diffuse Disney Diffuse with energy

renormalization

bull Now industry standardbull Easier to author textures with other

softwares

SHADING FUNDAMENTALSPHYSICALLY BASED RENDERING

bull Base Colorbull sRGB 40 ndash 230

bull Smoothnessbull Artist driven

bull Reflectancebull Controls fresnel curve of reflectionsbull Physically correct values to follow

bull Metal mask

SHADING FUNDAMENTALSPHYSICALLY BASED RENDERING

bull Dynamic Time of Day loves PBRbull Shading for every lighting conditionsbull Accurate reflections of the environment

bull Game camera is a physical camerabull Accurate Exposure values Shutter Speed Aperture ISObull Realistic Depth of Field

GATHERING REFERENCESIN TOKYO

GATHERING REFERENCESBUILDINGS ARCHITECTURE

GATHERING REFERENCESFACADE PROPS AND BILLBOARDS

GATHERING REFERENCESROOFTOPS

GATHERING REFERENCESWHITE VALUES

GATHERING REFERENCESLIGHTING

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GATHERING REFERENCESTIMELAPSE

bull Useful EXIF data

bull White Balance

bull Exposure

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GATHERING REFERENCESHDR PROBES

bull Capturing HDR probes as references

bull 16k 8k using a 14mm rectilinear lensbull 14 camera positions

bull Up to 22 EV

bull Absolute HDR

bull HDR timelapses of sunrise and sunset

>

GATHERING REFERENCESHDR PROBES

bull Object previewing

Work In Progress Visuals

CREATING THE SKIESOBSTACLES

HDR skies couldnrsquot be used in the game

bull Dynamic time of day would require many skies

bull Needs a lot of memory fast streaming

bull Blending between HDR skies was obvious

bull Clouds requires high resolution

bull Want to relight the clouds

PHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Rayleigh coefficients multiplier

bull Rayleigh height

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Mie Scattering coefficients multiplier

bull Mie Scattering height

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Ozone percentage

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Lights sources

bull Sun Intensity illuminates the skyOn a sunny day Sun = 100 000 lux

bull Sun elevation does all the work

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Lights Sources

bull Using 2 light sourcesbull Sunbull Moon

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial Perspective

bull Scale and intensity controls TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Altitude

bull Density

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Clamp density

bull Color add or multiplier

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull 2 Cloud planes lit by the sky

bull Alpha texturebull Absorbtion and thickness values

bull Sky and Clouds costbull Around 075 ms on consoles

(+ 035 ms compared to static sky)

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Always want more control

bull Wanted deeper blues

CREATING THE SKIESPHYSICALLY BASED SKY

bull Physically correct

bull But not deep enough

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter OFF

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter ON

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Add Rayleigh ScatteringMultiplier

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Not deep enough

CREATING THE SKIESPHYSICALLY BASED SKY

bull Rayleigh scattering 2

bull More dramatic

CREATING THE SKIESPHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial perspective leakingthrough geometry

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Added Mie Scattering multiplier

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Replaced with Forward Scattering lightshafts

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCONTROLLING THE CLOCK

bull Constrain the Time Of Day for Critical Path missions

bull Want to follow a color script

bull Sun shadows

bull Connected to the player movement to hide jittery shadows

GLOBAL ILLUMINATION

GLOBAL ILLUMINATION

Work In Progress Visuals

GLOBAL ILLUMINATION

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Real-time indirect lighting solution by Geomerics

bull Used in Frostbite since Battlefield 3

bull However only static lightmapsbull Only used dynamically in Need for Speed

Rivals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Rather fast precomputebull 7 hours for the whole city

bull Interactive relightingbull Gives a lot of creative

freedom

Work In Progress Visuals

>

GLOBAL ILLUMINATIONENLIGHTEN

bull City divided in hierarchized zones for streaming

bull 17 Ground level zones

bull 83 Buildings zones

bull 391 Props zones

GLOBAL ILLUMINATIONENLIGHTEN

bull Each streaming zone has it ownEnlighten database

bull 1 Lightmap (Atlas up to 20482048)bull For large static objects

bull Lightprobes (L2 spherical harmonics)bull For dynamic and small objects

bull GI data for relighting

bull Between 5 and 15 MB

bull Around 30 databases loadedsimultaneously

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Runtime update on CPU

bull Budget of 3 ms per frame

bull Small visual pop whenTime Of Day progresses

Work In Progress Visuals

>

GLOBAL ILLUMINATIONBLENDING UPDATES

bull Always render Enlighten 4 minutes ahead of TimeOfDay time (8 seconds in real life)

bull 3 lightmaps for each databasebull Current onebull Next one ready to blendbull Next one getting solved

bull Possibility to switch back to instant update

GLOBAL ILLUMINATIONBLENDING UPDATES

Work In Progress Visuals

>

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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Page 9: Lighting the City of Glass

MIRRORrsquoS EDGE CATALYSTGAME DESIGN

bull Living world

bull Day cycle

bull Vibrant world

bull Immersion

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

MIRRORrsquoS EDGE CATALYSTGAME DESIGN

bull Strong narration

bull City of Glass history

bull Rise of Faith

MIRRORrsquoS EDGE CATALYSTCHALLENGES

bull Creating a Time of Day system

bull Can we even make Mirrorrsquos Edge with dynamic lighting

bull Making beliveable characters for cinematics

bull Creating stylized images with Physically Based rendering

SHADING FUNDAMENTALSPHYSICALLY BASED RENDERING

bull Frostbite transitioned to PRRhttpwwwfrostbitecom201411moving-frostbite-to-pbr

bull Specular Microfacet model with GGX normal distribution functionbull Diffuse Disney Diffuse with energy

renormalization

bull Now industry standardbull Easier to author textures with other

softwares

SHADING FUNDAMENTALSPHYSICALLY BASED RENDERING

bull Base Colorbull sRGB 40 ndash 230

bull Smoothnessbull Artist driven

bull Reflectancebull Controls fresnel curve of reflectionsbull Physically correct values to follow

bull Metal mask

SHADING FUNDAMENTALSPHYSICALLY BASED RENDERING

bull Dynamic Time of Day loves PBRbull Shading for every lighting conditionsbull Accurate reflections of the environment

bull Game camera is a physical camerabull Accurate Exposure values Shutter Speed Aperture ISObull Realistic Depth of Field

GATHERING REFERENCESIN TOKYO

GATHERING REFERENCESBUILDINGS ARCHITECTURE

GATHERING REFERENCESFACADE PROPS AND BILLBOARDS

GATHERING REFERENCESROOFTOPS

GATHERING REFERENCESWHITE VALUES

GATHERING REFERENCESLIGHTING

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GATHERING REFERENCESTIMELAPSE

bull Useful EXIF data

bull White Balance

bull Exposure

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GATHERING REFERENCESHDR PROBES

bull Capturing HDR probes as references

bull 16k 8k using a 14mm rectilinear lensbull 14 camera positions

bull Up to 22 EV

bull Absolute HDR

bull HDR timelapses of sunrise and sunset

>

GATHERING REFERENCESHDR PROBES

bull Object previewing

Work In Progress Visuals

CREATING THE SKIESOBSTACLES

HDR skies couldnrsquot be used in the game

bull Dynamic time of day would require many skies

bull Needs a lot of memory fast streaming

bull Blending between HDR skies was obvious

bull Clouds requires high resolution

bull Want to relight the clouds

PHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Rayleigh coefficients multiplier

bull Rayleigh height

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Mie Scattering coefficients multiplier

bull Mie Scattering height

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Ozone percentage

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Lights sources

bull Sun Intensity illuminates the skyOn a sunny day Sun = 100 000 lux

bull Sun elevation does all the work

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Lights Sources

bull Using 2 light sourcesbull Sunbull Moon

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial Perspective

bull Scale and intensity controls TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Altitude

bull Density

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Clamp density

bull Color add or multiplier

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull 2 Cloud planes lit by the sky

bull Alpha texturebull Absorbtion and thickness values

bull Sky and Clouds costbull Around 075 ms on consoles

(+ 035 ms compared to static sky)

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Always want more control

bull Wanted deeper blues

CREATING THE SKIESPHYSICALLY BASED SKY

bull Physically correct

bull But not deep enough

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter OFF

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter ON

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Add Rayleigh ScatteringMultiplier

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Not deep enough

CREATING THE SKIESPHYSICALLY BASED SKY

bull Rayleigh scattering 2

bull More dramatic

CREATING THE SKIESPHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial perspective leakingthrough geometry

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Added Mie Scattering multiplier

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Replaced with Forward Scattering lightshafts

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCONTROLLING THE CLOCK

bull Constrain the Time Of Day for Critical Path missions

bull Want to follow a color script

bull Sun shadows

bull Connected to the player movement to hide jittery shadows

GLOBAL ILLUMINATION

GLOBAL ILLUMINATION

Work In Progress Visuals

GLOBAL ILLUMINATION

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Real-time indirect lighting solution by Geomerics

bull Used in Frostbite since Battlefield 3

bull However only static lightmapsbull Only used dynamically in Need for Speed

Rivals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Rather fast precomputebull 7 hours for the whole city

bull Interactive relightingbull Gives a lot of creative

freedom

Work In Progress Visuals

>

GLOBAL ILLUMINATIONENLIGHTEN

bull City divided in hierarchized zones for streaming

bull 17 Ground level zones

bull 83 Buildings zones

bull 391 Props zones

GLOBAL ILLUMINATIONENLIGHTEN

bull Each streaming zone has it ownEnlighten database

bull 1 Lightmap (Atlas up to 20482048)bull For large static objects

bull Lightprobes (L2 spherical harmonics)bull For dynamic and small objects

bull GI data for relighting

bull Between 5 and 15 MB

bull Around 30 databases loadedsimultaneously

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Runtime update on CPU

bull Budget of 3 ms per frame

bull Small visual pop whenTime Of Day progresses

Work In Progress Visuals

>

GLOBAL ILLUMINATIONBLENDING UPDATES

bull Always render Enlighten 4 minutes ahead of TimeOfDay time (8 seconds in real life)

bull 3 lightmaps for each databasebull Current onebull Next one ready to blendbull Next one getting solved

bull Possibility to switch back to instant update

GLOBAL ILLUMINATIONBLENDING UPDATES

Work In Progress Visuals

>

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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Page 10: Lighting the City of Glass

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

MIRRORrsquoS EDGE CATALYSTGAME DESIGN

bull Strong narration

bull City of Glass history

bull Rise of Faith

MIRRORrsquoS EDGE CATALYSTCHALLENGES

bull Creating a Time of Day system

bull Can we even make Mirrorrsquos Edge with dynamic lighting

bull Making beliveable characters for cinematics

bull Creating stylized images with Physically Based rendering

SHADING FUNDAMENTALSPHYSICALLY BASED RENDERING

bull Frostbite transitioned to PRRhttpwwwfrostbitecom201411moving-frostbite-to-pbr

bull Specular Microfacet model with GGX normal distribution functionbull Diffuse Disney Diffuse with energy

renormalization

bull Now industry standardbull Easier to author textures with other

softwares

SHADING FUNDAMENTALSPHYSICALLY BASED RENDERING

bull Base Colorbull sRGB 40 ndash 230

bull Smoothnessbull Artist driven

bull Reflectancebull Controls fresnel curve of reflectionsbull Physically correct values to follow

bull Metal mask

SHADING FUNDAMENTALSPHYSICALLY BASED RENDERING

bull Dynamic Time of Day loves PBRbull Shading for every lighting conditionsbull Accurate reflections of the environment

bull Game camera is a physical camerabull Accurate Exposure values Shutter Speed Aperture ISObull Realistic Depth of Field

GATHERING REFERENCESIN TOKYO

GATHERING REFERENCESBUILDINGS ARCHITECTURE

GATHERING REFERENCESFACADE PROPS AND BILLBOARDS

GATHERING REFERENCESROOFTOPS

GATHERING REFERENCESWHITE VALUES

GATHERING REFERENCESLIGHTING

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GATHERING REFERENCESTIMELAPSE

bull Useful EXIF data

bull White Balance

bull Exposure

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GATHERING REFERENCESHDR PROBES

bull Capturing HDR probes as references

bull 16k 8k using a 14mm rectilinear lensbull 14 camera positions

bull Up to 22 EV

bull Absolute HDR

bull HDR timelapses of sunrise and sunset

>

GATHERING REFERENCESHDR PROBES

bull Object previewing

Work In Progress Visuals

CREATING THE SKIESOBSTACLES

HDR skies couldnrsquot be used in the game

bull Dynamic time of day would require many skies

bull Needs a lot of memory fast streaming

bull Blending between HDR skies was obvious

bull Clouds requires high resolution

bull Want to relight the clouds

PHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Rayleigh coefficients multiplier

bull Rayleigh height

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Mie Scattering coefficients multiplier

bull Mie Scattering height

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Ozone percentage

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Lights sources

bull Sun Intensity illuminates the skyOn a sunny day Sun = 100 000 lux

bull Sun elevation does all the work

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Lights Sources

bull Using 2 light sourcesbull Sunbull Moon

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial Perspective

bull Scale and intensity controls TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Altitude

bull Density

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Clamp density

bull Color add or multiplier

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull 2 Cloud planes lit by the sky

bull Alpha texturebull Absorbtion and thickness values

bull Sky and Clouds costbull Around 075 ms on consoles

(+ 035 ms compared to static sky)

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Always want more control

bull Wanted deeper blues

CREATING THE SKIESPHYSICALLY BASED SKY

bull Physically correct

bull But not deep enough

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter OFF

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter ON

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Add Rayleigh ScatteringMultiplier

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Not deep enough

CREATING THE SKIESPHYSICALLY BASED SKY

bull Rayleigh scattering 2

bull More dramatic

CREATING THE SKIESPHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial perspective leakingthrough geometry

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Added Mie Scattering multiplier

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Replaced with Forward Scattering lightshafts

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCONTROLLING THE CLOCK

bull Constrain the Time Of Day for Critical Path missions

bull Want to follow a color script

bull Sun shadows

bull Connected to the player movement to hide jittery shadows

GLOBAL ILLUMINATION

GLOBAL ILLUMINATION

Work In Progress Visuals

GLOBAL ILLUMINATION

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Real-time indirect lighting solution by Geomerics

bull Used in Frostbite since Battlefield 3

bull However only static lightmapsbull Only used dynamically in Need for Speed

Rivals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Rather fast precomputebull 7 hours for the whole city

bull Interactive relightingbull Gives a lot of creative

freedom

Work In Progress Visuals

>

GLOBAL ILLUMINATIONENLIGHTEN

bull City divided in hierarchized zones for streaming

bull 17 Ground level zones

bull 83 Buildings zones

bull 391 Props zones

GLOBAL ILLUMINATIONENLIGHTEN

bull Each streaming zone has it ownEnlighten database

bull 1 Lightmap (Atlas up to 20482048)bull For large static objects

bull Lightprobes (L2 spherical harmonics)bull For dynamic and small objects

bull GI data for relighting

bull Between 5 and 15 MB

bull Around 30 databases loadedsimultaneously

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Runtime update on CPU

bull Budget of 3 ms per frame

bull Small visual pop whenTime Of Day progresses

Work In Progress Visuals

>

GLOBAL ILLUMINATIONBLENDING UPDATES

bull Always render Enlighten 4 minutes ahead of TimeOfDay time (8 seconds in real life)

bull 3 lightmaps for each databasebull Current onebull Next one ready to blendbull Next one getting solved

bull Possibility to switch back to instant update

GLOBAL ILLUMINATIONBLENDING UPDATES

Work In Progress Visuals

>

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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Page 11: Lighting the City of Glass

MIRRORrsquoS EDGE CATALYSTCHALLENGES

bull Creating a Time of Day system

bull Can we even make Mirrorrsquos Edge with dynamic lighting

bull Making beliveable characters for cinematics

bull Creating stylized images with Physically Based rendering

SHADING FUNDAMENTALSPHYSICALLY BASED RENDERING

bull Frostbite transitioned to PRRhttpwwwfrostbitecom201411moving-frostbite-to-pbr

bull Specular Microfacet model with GGX normal distribution functionbull Diffuse Disney Diffuse with energy

renormalization

bull Now industry standardbull Easier to author textures with other

softwares

SHADING FUNDAMENTALSPHYSICALLY BASED RENDERING

bull Base Colorbull sRGB 40 ndash 230

bull Smoothnessbull Artist driven

bull Reflectancebull Controls fresnel curve of reflectionsbull Physically correct values to follow

bull Metal mask

SHADING FUNDAMENTALSPHYSICALLY BASED RENDERING

bull Dynamic Time of Day loves PBRbull Shading for every lighting conditionsbull Accurate reflections of the environment

bull Game camera is a physical camerabull Accurate Exposure values Shutter Speed Aperture ISObull Realistic Depth of Field

GATHERING REFERENCESIN TOKYO

GATHERING REFERENCESBUILDINGS ARCHITECTURE

GATHERING REFERENCESFACADE PROPS AND BILLBOARDS

GATHERING REFERENCESROOFTOPS

GATHERING REFERENCESWHITE VALUES

GATHERING REFERENCESLIGHTING

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GATHERING REFERENCESTIMELAPSE

bull Useful EXIF data

bull White Balance

bull Exposure

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GATHERING REFERENCESHDR PROBES

bull Capturing HDR probes as references

bull 16k 8k using a 14mm rectilinear lensbull 14 camera positions

bull Up to 22 EV

bull Absolute HDR

bull HDR timelapses of sunrise and sunset

>

GATHERING REFERENCESHDR PROBES

bull Object previewing

Work In Progress Visuals

CREATING THE SKIESOBSTACLES

HDR skies couldnrsquot be used in the game

bull Dynamic time of day would require many skies

bull Needs a lot of memory fast streaming

bull Blending between HDR skies was obvious

bull Clouds requires high resolution

bull Want to relight the clouds

PHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Rayleigh coefficients multiplier

bull Rayleigh height

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Mie Scattering coefficients multiplier

bull Mie Scattering height

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Ozone percentage

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Lights sources

bull Sun Intensity illuminates the skyOn a sunny day Sun = 100 000 lux

bull Sun elevation does all the work

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Lights Sources

bull Using 2 light sourcesbull Sunbull Moon

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial Perspective

bull Scale and intensity controls TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Altitude

bull Density

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Clamp density

bull Color add or multiplier

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull 2 Cloud planes lit by the sky

bull Alpha texturebull Absorbtion and thickness values

bull Sky and Clouds costbull Around 075 ms on consoles

(+ 035 ms compared to static sky)

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Always want more control

bull Wanted deeper blues

CREATING THE SKIESPHYSICALLY BASED SKY

bull Physically correct

bull But not deep enough

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter OFF

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter ON

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Add Rayleigh ScatteringMultiplier

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Not deep enough

CREATING THE SKIESPHYSICALLY BASED SKY

bull Rayleigh scattering 2

bull More dramatic

CREATING THE SKIESPHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial perspective leakingthrough geometry

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Added Mie Scattering multiplier

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Replaced with Forward Scattering lightshafts

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCONTROLLING THE CLOCK

bull Constrain the Time Of Day for Critical Path missions

bull Want to follow a color script

bull Sun shadows

bull Connected to the player movement to hide jittery shadows

GLOBAL ILLUMINATION

GLOBAL ILLUMINATION

Work In Progress Visuals

GLOBAL ILLUMINATION

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Real-time indirect lighting solution by Geomerics

bull Used in Frostbite since Battlefield 3

bull However only static lightmapsbull Only used dynamically in Need for Speed

Rivals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Rather fast precomputebull 7 hours for the whole city

bull Interactive relightingbull Gives a lot of creative

freedom

Work In Progress Visuals

>

GLOBAL ILLUMINATIONENLIGHTEN

bull City divided in hierarchized zones for streaming

bull 17 Ground level zones

bull 83 Buildings zones

bull 391 Props zones

GLOBAL ILLUMINATIONENLIGHTEN

bull Each streaming zone has it ownEnlighten database

bull 1 Lightmap (Atlas up to 20482048)bull For large static objects

bull Lightprobes (L2 spherical harmonics)bull For dynamic and small objects

bull GI data for relighting

bull Between 5 and 15 MB

bull Around 30 databases loadedsimultaneously

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Runtime update on CPU

bull Budget of 3 ms per frame

bull Small visual pop whenTime Of Day progresses

Work In Progress Visuals

>

GLOBAL ILLUMINATIONBLENDING UPDATES

bull Always render Enlighten 4 minutes ahead of TimeOfDay time (8 seconds in real life)

bull 3 lightmaps for each databasebull Current onebull Next one ready to blendbull Next one getting solved

bull Possibility to switch back to instant update

GLOBAL ILLUMINATIONBLENDING UPDATES

Work In Progress Visuals

>

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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Page 12: Lighting the City of Glass

SHADING FUNDAMENTALSPHYSICALLY BASED RENDERING

bull Frostbite transitioned to PRRhttpwwwfrostbitecom201411moving-frostbite-to-pbr

bull Specular Microfacet model with GGX normal distribution functionbull Diffuse Disney Diffuse with energy

renormalization

bull Now industry standardbull Easier to author textures with other

softwares

SHADING FUNDAMENTALSPHYSICALLY BASED RENDERING

bull Base Colorbull sRGB 40 ndash 230

bull Smoothnessbull Artist driven

bull Reflectancebull Controls fresnel curve of reflectionsbull Physically correct values to follow

bull Metal mask

SHADING FUNDAMENTALSPHYSICALLY BASED RENDERING

bull Dynamic Time of Day loves PBRbull Shading for every lighting conditionsbull Accurate reflections of the environment

bull Game camera is a physical camerabull Accurate Exposure values Shutter Speed Aperture ISObull Realistic Depth of Field

GATHERING REFERENCESIN TOKYO

GATHERING REFERENCESBUILDINGS ARCHITECTURE

GATHERING REFERENCESFACADE PROPS AND BILLBOARDS

GATHERING REFERENCESROOFTOPS

GATHERING REFERENCESWHITE VALUES

GATHERING REFERENCESLIGHTING

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GATHERING REFERENCESTIMELAPSE

bull Useful EXIF data

bull White Balance

bull Exposure

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GATHERING REFERENCESHDR PROBES

bull Capturing HDR probes as references

bull 16k 8k using a 14mm rectilinear lensbull 14 camera positions

bull Up to 22 EV

bull Absolute HDR

bull HDR timelapses of sunrise and sunset

>

GATHERING REFERENCESHDR PROBES

bull Object previewing

Work In Progress Visuals

CREATING THE SKIESOBSTACLES

HDR skies couldnrsquot be used in the game

bull Dynamic time of day would require many skies

bull Needs a lot of memory fast streaming

bull Blending between HDR skies was obvious

bull Clouds requires high resolution

bull Want to relight the clouds

PHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Rayleigh coefficients multiplier

bull Rayleigh height

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Mie Scattering coefficients multiplier

bull Mie Scattering height

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Ozone percentage

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Lights sources

bull Sun Intensity illuminates the skyOn a sunny day Sun = 100 000 lux

bull Sun elevation does all the work

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Lights Sources

bull Using 2 light sourcesbull Sunbull Moon

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial Perspective

bull Scale and intensity controls TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Altitude

bull Density

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Clamp density

bull Color add or multiplier

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull 2 Cloud planes lit by the sky

bull Alpha texturebull Absorbtion and thickness values

bull Sky and Clouds costbull Around 075 ms on consoles

(+ 035 ms compared to static sky)

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Always want more control

bull Wanted deeper blues

CREATING THE SKIESPHYSICALLY BASED SKY

bull Physically correct

bull But not deep enough

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter OFF

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter ON

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Add Rayleigh ScatteringMultiplier

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Not deep enough

CREATING THE SKIESPHYSICALLY BASED SKY

bull Rayleigh scattering 2

bull More dramatic

CREATING THE SKIESPHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial perspective leakingthrough geometry

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Added Mie Scattering multiplier

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Replaced with Forward Scattering lightshafts

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCONTROLLING THE CLOCK

bull Constrain the Time Of Day for Critical Path missions

bull Want to follow a color script

bull Sun shadows

bull Connected to the player movement to hide jittery shadows

GLOBAL ILLUMINATION

GLOBAL ILLUMINATION

Work In Progress Visuals

GLOBAL ILLUMINATION

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Real-time indirect lighting solution by Geomerics

bull Used in Frostbite since Battlefield 3

bull However only static lightmapsbull Only used dynamically in Need for Speed

Rivals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Rather fast precomputebull 7 hours for the whole city

bull Interactive relightingbull Gives a lot of creative

freedom

Work In Progress Visuals

>

GLOBAL ILLUMINATIONENLIGHTEN

bull City divided in hierarchized zones for streaming

bull 17 Ground level zones

bull 83 Buildings zones

bull 391 Props zones

GLOBAL ILLUMINATIONENLIGHTEN

bull Each streaming zone has it ownEnlighten database

bull 1 Lightmap (Atlas up to 20482048)bull For large static objects

bull Lightprobes (L2 spherical harmonics)bull For dynamic and small objects

bull GI data for relighting

bull Between 5 and 15 MB

bull Around 30 databases loadedsimultaneously

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Runtime update on CPU

bull Budget of 3 ms per frame

bull Small visual pop whenTime Of Day progresses

Work In Progress Visuals

>

GLOBAL ILLUMINATIONBLENDING UPDATES

bull Always render Enlighten 4 minutes ahead of TimeOfDay time (8 seconds in real life)

bull 3 lightmaps for each databasebull Current onebull Next one ready to blendbull Next one getting solved

bull Possibility to switch back to instant update

GLOBAL ILLUMINATIONBLENDING UPDATES

Work In Progress Visuals

>

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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Page 13: Lighting the City of Glass

SHADING FUNDAMENTALSPHYSICALLY BASED RENDERING

bull Base Colorbull sRGB 40 ndash 230

bull Smoothnessbull Artist driven

bull Reflectancebull Controls fresnel curve of reflectionsbull Physically correct values to follow

bull Metal mask

SHADING FUNDAMENTALSPHYSICALLY BASED RENDERING

bull Dynamic Time of Day loves PBRbull Shading for every lighting conditionsbull Accurate reflections of the environment

bull Game camera is a physical camerabull Accurate Exposure values Shutter Speed Aperture ISObull Realistic Depth of Field

GATHERING REFERENCESIN TOKYO

GATHERING REFERENCESBUILDINGS ARCHITECTURE

GATHERING REFERENCESFACADE PROPS AND BILLBOARDS

GATHERING REFERENCESROOFTOPS

GATHERING REFERENCESWHITE VALUES

GATHERING REFERENCESLIGHTING

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GATHERING REFERENCESTIMELAPSE

bull Useful EXIF data

bull White Balance

bull Exposure

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GATHERING REFERENCESHDR PROBES

bull Capturing HDR probes as references

bull 16k 8k using a 14mm rectilinear lensbull 14 camera positions

bull Up to 22 EV

bull Absolute HDR

bull HDR timelapses of sunrise and sunset

>

GATHERING REFERENCESHDR PROBES

bull Object previewing

Work In Progress Visuals

CREATING THE SKIESOBSTACLES

HDR skies couldnrsquot be used in the game

bull Dynamic time of day would require many skies

bull Needs a lot of memory fast streaming

bull Blending between HDR skies was obvious

bull Clouds requires high resolution

bull Want to relight the clouds

PHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Rayleigh coefficients multiplier

bull Rayleigh height

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Mie Scattering coefficients multiplier

bull Mie Scattering height

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Ozone percentage

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Lights sources

bull Sun Intensity illuminates the skyOn a sunny day Sun = 100 000 lux

bull Sun elevation does all the work

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Lights Sources

bull Using 2 light sourcesbull Sunbull Moon

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial Perspective

bull Scale and intensity controls TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Altitude

bull Density

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Clamp density

bull Color add or multiplier

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull 2 Cloud planes lit by the sky

bull Alpha texturebull Absorbtion and thickness values

bull Sky and Clouds costbull Around 075 ms on consoles

(+ 035 ms compared to static sky)

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Always want more control

bull Wanted deeper blues

CREATING THE SKIESPHYSICALLY BASED SKY

bull Physically correct

bull But not deep enough

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter OFF

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter ON

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Add Rayleigh ScatteringMultiplier

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Not deep enough

CREATING THE SKIESPHYSICALLY BASED SKY

bull Rayleigh scattering 2

bull More dramatic

CREATING THE SKIESPHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial perspective leakingthrough geometry

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Added Mie Scattering multiplier

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Replaced with Forward Scattering lightshafts

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCONTROLLING THE CLOCK

bull Constrain the Time Of Day for Critical Path missions

bull Want to follow a color script

bull Sun shadows

bull Connected to the player movement to hide jittery shadows

GLOBAL ILLUMINATION

GLOBAL ILLUMINATION

Work In Progress Visuals

GLOBAL ILLUMINATION

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Real-time indirect lighting solution by Geomerics

bull Used in Frostbite since Battlefield 3

bull However only static lightmapsbull Only used dynamically in Need for Speed

Rivals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Rather fast precomputebull 7 hours for the whole city

bull Interactive relightingbull Gives a lot of creative

freedom

Work In Progress Visuals

>

GLOBAL ILLUMINATIONENLIGHTEN

bull City divided in hierarchized zones for streaming

bull 17 Ground level zones

bull 83 Buildings zones

bull 391 Props zones

GLOBAL ILLUMINATIONENLIGHTEN

bull Each streaming zone has it ownEnlighten database

bull 1 Lightmap (Atlas up to 20482048)bull For large static objects

bull Lightprobes (L2 spherical harmonics)bull For dynamic and small objects

bull GI data for relighting

bull Between 5 and 15 MB

bull Around 30 databases loadedsimultaneously

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Runtime update on CPU

bull Budget of 3 ms per frame

bull Small visual pop whenTime Of Day progresses

Work In Progress Visuals

>

GLOBAL ILLUMINATIONBLENDING UPDATES

bull Always render Enlighten 4 minutes ahead of TimeOfDay time (8 seconds in real life)

bull 3 lightmaps for each databasebull Current onebull Next one ready to blendbull Next one getting solved

bull Possibility to switch back to instant update

GLOBAL ILLUMINATIONBLENDING UPDATES

Work In Progress Visuals

>

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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Page 14: Lighting the City of Glass

SHADING FUNDAMENTALSPHYSICALLY BASED RENDERING

bull Dynamic Time of Day loves PBRbull Shading for every lighting conditionsbull Accurate reflections of the environment

bull Game camera is a physical camerabull Accurate Exposure values Shutter Speed Aperture ISObull Realistic Depth of Field

GATHERING REFERENCESIN TOKYO

GATHERING REFERENCESBUILDINGS ARCHITECTURE

GATHERING REFERENCESFACADE PROPS AND BILLBOARDS

GATHERING REFERENCESROOFTOPS

GATHERING REFERENCESWHITE VALUES

GATHERING REFERENCESLIGHTING

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GATHERING REFERENCESTIMELAPSE

bull Useful EXIF data

bull White Balance

bull Exposure

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GATHERING REFERENCESHDR PROBES

bull Capturing HDR probes as references

bull 16k 8k using a 14mm rectilinear lensbull 14 camera positions

bull Up to 22 EV

bull Absolute HDR

bull HDR timelapses of sunrise and sunset

>

GATHERING REFERENCESHDR PROBES

bull Object previewing

Work In Progress Visuals

CREATING THE SKIESOBSTACLES

HDR skies couldnrsquot be used in the game

bull Dynamic time of day would require many skies

bull Needs a lot of memory fast streaming

bull Blending between HDR skies was obvious

bull Clouds requires high resolution

bull Want to relight the clouds

PHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Rayleigh coefficients multiplier

bull Rayleigh height

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Mie Scattering coefficients multiplier

bull Mie Scattering height

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Ozone percentage

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Lights sources

bull Sun Intensity illuminates the skyOn a sunny day Sun = 100 000 lux

bull Sun elevation does all the work

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Lights Sources

bull Using 2 light sourcesbull Sunbull Moon

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial Perspective

bull Scale and intensity controls TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Altitude

bull Density

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Clamp density

bull Color add or multiplier

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull 2 Cloud planes lit by the sky

bull Alpha texturebull Absorbtion and thickness values

bull Sky and Clouds costbull Around 075 ms on consoles

(+ 035 ms compared to static sky)

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Always want more control

bull Wanted deeper blues

CREATING THE SKIESPHYSICALLY BASED SKY

bull Physically correct

bull But not deep enough

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter OFF

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter ON

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Add Rayleigh ScatteringMultiplier

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Not deep enough

CREATING THE SKIESPHYSICALLY BASED SKY

bull Rayleigh scattering 2

bull More dramatic

CREATING THE SKIESPHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial perspective leakingthrough geometry

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Added Mie Scattering multiplier

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Replaced with Forward Scattering lightshafts

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCONTROLLING THE CLOCK

bull Constrain the Time Of Day for Critical Path missions

bull Want to follow a color script

bull Sun shadows

bull Connected to the player movement to hide jittery shadows

GLOBAL ILLUMINATION

GLOBAL ILLUMINATION

Work In Progress Visuals

GLOBAL ILLUMINATION

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Real-time indirect lighting solution by Geomerics

bull Used in Frostbite since Battlefield 3

bull However only static lightmapsbull Only used dynamically in Need for Speed

Rivals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Rather fast precomputebull 7 hours for the whole city

bull Interactive relightingbull Gives a lot of creative

freedom

Work In Progress Visuals

>

GLOBAL ILLUMINATIONENLIGHTEN

bull City divided in hierarchized zones for streaming

bull 17 Ground level zones

bull 83 Buildings zones

bull 391 Props zones

GLOBAL ILLUMINATIONENLIGHTEN

bull Each streaming zone has it ownEnlighten database

bull 1 Lightmap (Atlas up to 20482048)bull For large static objects

bull Lightprobes (L2 spherical harmonics)bull For dynamic and small objects

bull GI data for relighting

bull Between 5 and 15 MB

bull Around 30 databases loadedsimultaneously

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Runtime update on CPU

bull Budget of 3 ms per frame

bull Small visual pop whenTime Of Day progresses

Work In Progress Visuals

>

GLOBAL ILLUMINATIONBLENDING UPDATES

bull Always render Enlighten 4 minutes ahead of TimeOfDay time (8 seconds in real life)

bull 3 lightmaps for each databasebull Current onebull Next one ready to blendbull Next one getting solved

bull Possibility to switch back to instant update

GLOBAL ILLUMINATIONBLENDING UPDATES

Work In Progress Visuals

>

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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Page 15: Lighting the City of Glass

GATHERING REFERENCESIN TOKYO

GATHERING REFERENCESBUILDINGS ARCHITECTURE

GATHERING REFERENCESFACADE PROPS AND BILLBOARDS

GATHERING REFERENCESROOFTOPS

GATHERING REFERENCESWHITE VALUES

GATHERING REFERENCESLIGHTING

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GATHERING REFERENCESTIMELAPSE

bull Useful EXIF data

bull White Balance

bull Exposure

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GATHERING REFERENCESHDR PROBES

bull Capturing HDR probes as references

bull 16k 8k using a 14mm rectilinear lensbull 14 camera positions

bull Up to 22 EV

bull Absolute HDR

bull HDR timelapses of sunrise and sunset

>

GATHERING REFERENCESHDR PROBES

bull Object previewing

Work In Progress Visuals

CREATING THE SKIESOBSTACLES

HDR skies couldnrsquot be used in the game

bull Dynamic time of day would require many skies

bull Needs a lot of memory fast streaming

bull Blending between HDR skies was obvious

bull Clouds requires high resolution

bull Want to relight the clouds

PHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Rayleigh coefficients multiplier

bull Rayleigh height

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Mie Scattering coefficients multiplier

bull Mie Scattering height

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Ozone percentage

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Lights sources

bull Sun Intensity illuminates the skyOn a sunny day Sun = 100 000 lux

bull Sun elevation does all the work

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Lights Sources

bull Using 2 light sourcesbull Sunbull Moon

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial Perspective

bull Scale and intensity controls TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Altitude

bull Density

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Clamp density

bull Color add or multiplier

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull 2 Cloud planes lit by the sky

bull Alpha texturebull Absorbtion and thickness values

bull Sky and Clouds costbull Around 075 ms on consoles

(+ 035 ms compared to static sky)

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Always want more control

bull Wanted deeper blues

CREATING THE SKIESPHYSICALLY BASED SKY

bull Physically correct

bull But not deep enough

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter OFF

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter ON

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Add Rayleigh ScatteringMultiplier

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Not deep enough

CREATING THE SKIESPHYSICALLY BASED SKY

bull Rayleigh scattering 2

bull More dramatic

CREATING THE SKIESPHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial perspective leakingthrough geometry

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Added Mie Scattering multiplier

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Replaced with Forward Scattering lightshafts

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCONTROLLING THE CLOCK

bull Constrain the Time Of Day for Critical Path missions

bull Want to follow a color script

bull Sun shadows

bull Connected to the player movement to hide jittery shadows

GLOBAL ILLUMINATION

GLOBAL ILLUMINATION

Work In Progress Visuals

GLOBAL ILLUMINATION

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Real-time indirect lighting solution by Geomerics

bull Used in Frostbite since Battlefield 3

bull However only static lightmapsbull Only used dynamically in Need for Speed

Rivals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Rather fast precomputebull 7 hours for the whole city

bull Interactive relightingbull Gives a lot of creative

freedom

Work In Progress Visuals

>

GLOBAL ILLUMINATIONENLIGHTEN

bull City divided in hierarchized zones for streaming

bull 17 Ground level zones

bull 83 Buildings zones

bull 391 Props zones

GLOBAL ILLUMINATIONENLIGHTEN

bull Each streaming zone has it ownEnlighten database

bull 1 Lightmap (Atlas up to 20482048)bull For large static objects

bull Lightprobes (L2 spherical harmonics)bull For dynamic and small objects

bull GI data for relighting

bull Between 5 and 15 MB

bull Around 30 databases loadedsimultaneously

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Runtime update on CPU

bull Budget of 3 ms per frame

bull Small visual pop whenTime Of Day progresses

Work In Progress Visuals

>

GLOBAL ILLUMINATIONBLENDING UPDATES

bull Always render Enlighten 4 minutes ahead of TimeOfDay time (8 seconds in real life)

bull 3 lightmaps for each databasebull Current onebull Next one ready to blendbull Next one getting solved

bull Possibility to switch back to instant update

GLOBAL ILLUMINATIONBLENDING UPDATES

Work In Progress Visuals

>

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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Page 16: Lighting the City of Glass

GATHERING REFERENCESBUILDINGS ARCHITECTURE

GATHERING REFERENCESFACADE PROPS AND BILLBOARDS

GATHERING REFERENCESROOFTOPS

GATHERING REFERENCESWHITE VALUES

GATHERING REFERENCESLIGHTING

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GATHERING REFERENCESTIMELAPSE

bull Useful EXIF data

bull White Balance

bull Exposure

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GATHERING REFERENCESHDR PROBES

bull Capturing HDR probes as references

bull 16k 8k using a 14mm rectilinear lensbull 14 camera positions

bull Up to 22 EV

bull Absolute HDR

bull HDR timelapses of sunrise and sunset

>

GATHERING REFERENCESHDR PROBES

bull Object previewing

Work In Progress Visuals

CREATING THE SKIESOBSTACLES

HDR skies couldnrsquot be used in the game

bull Dynamic time of day would require many skies

bull Needs a lot of memory fast streaming

bull Blending between HDR skies was obvious

bull Clouds requires high resolution

bull Want to relight the clouds

PHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Rayleigh coefficients multiplier

bull Rayleigh height

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Mie Scattering coefficients multiplier

bull Mie Scattering height

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Ozone percentage

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Lights sources

bull Sun Intensity illuminates the skyOn a sunny day Sun = 100 000 lux

bull Sun elevation does all the work

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Lights Sources

bull Using 2 light sourcesbull Sunbull Moon

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial Perspective

bull Scale and intensity controls TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Altitude

bull Density

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Clamp density

bull Color add or multiplier

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull 2 Cloud planes lit by the sky

bull Alpha texturebull Absorbtion and thickness values

bull Sky and Clouds costbull Around 075 ms on consoles

(+ 035 ms compared to static sky)

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Always want more control

bull Wanted deeper blues

CREATING THE SKIESPHYSICALLY BASED SKY

bull Physically correct

bull But not deep enough

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter OFF

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter ON

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Add Rayleigh ScatteringMultiplier

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Not deep enough

CREATING THE SKIESPHYSICALLY BASED SKY

bull Rayleigh scattering 2

bull More dramatic

CREATING THE SKIESPHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial perspective leakingthrough geometry

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Added Mie Scattering multiplier

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Replaced with Forward Scattering lightshafts

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCONTROLLING THE CLOCK

bull Constrain the Time Of Day for Critical Path missions

bull Want to follow a color script

bull Sun shadows

bull Connected to the player movement to hide jittery shadows

GLOBAL ILLUMINATION

GLOBAL ILLUMINATION

Work In Progress Visuals

GLOBAL ILLUMINATION

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Real-time indirect lighting solution by Geomerics

bull Used in Frostbite since Battlefield 3

bull However only static lightmapsbull Only used dynamically in Need for Speed

Rivals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Rather fast precomputebull 7 hours for the whole city

bull Interactive relightingbull Gives a lot of creative

freedom

Work In Progress Visuals

>

GLOBAL ILLUMINATIONENLIGHTEN

bull City divided in hierarchized zones for streaming

bull 17 Ground level zones

bull 83 Buildings zones

bull 391 Props zones

GLOBAL ILLUMINATIONENLIGHTEN

bull Each streaming zone has it ownEnlighten database

bull 1 Lightmap (Atlas up to 20482048)bull For large static objects

bull Lightprobes (L2 spherical harmonics)bull For dynamic and small objects

bull GI data for relighting

bull Between 5 and 15 MB

bull Around 30 databases loadedsimultaneously

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Runtime update on CPU

bull Budget of 3 ms per frame

bull Small visual pop whenTime Of Day progresses

Work In Progress Visuals

>

GLOBAL ILLUMINATIONBLENDING UPDATES

bull Always render Enlighten 4 minutes ahead of TimeOfDay time (8 seconds in real life)

bull 3 lightmaps for each databasebull Current onebull Next one ready to blendbull Next one getting solved

bull Possibility to switch back to instant update

GLOBAL ILLUMINATIONBLENDING UPDATES

Work In Progress Visuals

>

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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Page 17: Lighting the City of Glass

GATHERING REFERENCESFACADE PROPS AND BILLBOARDS

GATHERING REFERENCESROOFTOPS

GATHERING REFERENCESWHITE VALUES

GATHERING REFERENCESLIGHTING

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GATHERING REFERENCESTIMELAPSE

bull Useful EXIF data

bull White Balance

bull Exposure

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GATHERING REFERENCESHDR PROBES

bull Capturing HDR probes as references

bull 16k 8k using a 14mm rectilinear lensbull 14 camera positions

bull Up to 22 EV

bull Absolute HDR

bull HDR timelapses of sunrise and sunset

>

GATHERING REFERENCESHDR PROBES

bull Object previewing

Work In Progress Visuals

CREATING THE SKIESOBSTACLES

HDR skies couldnrsquot be used in the game

bull Dynamic time of day would require many skies

bull Needs a lot of memory fast streaming

bull Blending between HDR skies was obvious

bull Clouds requires high resolution

bull Want to relight the clouds

PHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Rayleigh coefficients multiplier

bull Rayleigh height

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Mie Scattering coefficients multiplier

bull Mie Scattering height

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Ozone percentage

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Lights sources

bull Sun Intensity illuminates the skyOn a sunny day Sun = 100 000 lux

bull Sun elevation does all the work

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Lights Sources

bull Using 2 light sourcesbull Sunbull Moon

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial Perspective

bull Scale and intensity controls TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Altitude

bull Density

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Clamp density

bull Color add or multiplier

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull 2 Cloud planes lit by the sky

bull Alpha texturebull Absorbtion and thickness values

bull Sky and Clouds costbull Around 075 ms on consoles

(+ 035 ms compared to static sky)

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Always want more control

bull Wanted deeper blues

CREATING THE SKIESPHYSICALLY BASED SKY

bull Physically correct

bull But not deep enough

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter OFF

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter ON

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Add Rayleigh ScatteringMultiplier

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Not deep enough

CREATING THE SKIESPHYSICALLY BASED SKY

bull Rayleigh scattering 2

bull More dramatic

CREATING THE SKIESPHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial perspective leakingthrough geometry

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Added Mie Scattering multiplier

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Replaced with Forward Scattering lightshafts

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCONTROLLING THE CLOCK

bull Constrain the Time Of Day for Critical Path missions

bull Want to follow a color script

bull Sun shadows

bull Connected to the player movement to hide jittery shadows

GLOBAL ILLUMINATION

GLOBAL ILLUMINATION

Work In Progress Visuals

GLOBAL ILLUMINATION

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Real-time indirect lighting solution by Geomerics

bull Used in Frostbite since Battlefield 3

bull However only static lightmapsbull Only used dynamically in Need for Speed

Rivals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Rather fast precomputebull 7 hours for the whole city

bull Interactive relightingbull Gives a lot of creative

freedom

Work In Progress Visuals

>

GLOBAL ILLUMINATIONENLIGHTEN

bull City divided in hierarchized zones for streaming

bull 17 Ground level zones

bull 83 Buildings zones

bull 391 Props zones

GLOBAL ILLUMINATIONENLIGHTEN

bull Each streaming zone has it ownEnlighten database

bull 1 Lightmap (Atlas up to 20482048)bull For large static objects

bull Lightprobes (L2 spherical harmonics)bull For dynamic and small objects

bull GI data for relighting

bull Between 5 and 15 MB

bull Around 30 databases loadedsimultaneously

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Runtime update on CPU

bull Budget of 3 ms per frame

bull Small visual pop whenTime Of Day progresses

Work In Progress Visuals

>

GLOBAL ILLUMINATIONBLENDING UPDATES

bull Always render Enlighten 4 minutes ahead of TimeOfDay time (8 seconds in real life)

bull 3 lightmaps for each databasebull Current onebull Next one ready to blendbull Next one getting solved

bull Possibility to switch back to instant update

GLOBAL ILLUMINATIONBLENDING UPDATES

Work In Progress Visuals

>

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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Page 18: Lighting the City of Glass

GATHERING REFERENCESROOFTOPS

GATHERING REFERENCESWHITE VALUES

GATHERING REFERENCESLIGHTING

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GATHERING REFERENCESTIMELAPSE

bull Useful EXIF data

bull White Balance

bull Exposure

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GATHERING REFERENCESHDR PROBES

bull Capturing HDR probes as references

bull 16k 8k using a 14mm rectilinear lensbull 14 camera positions

bull Up to 22 EV

bull Absolute HDR

bull HDR timelapses of sunrise and sunset

>

GATHERING REFERENCESHDR PROBES

bull Object previewing

Work In Progress Visuals

CREATING THE SKIESOBSTACLES

HDR skies couldnrsquot be used in the game

bull Dynamic time of day would require many skies

bull Needs a lot of memory fast streaming

bull Blending between HDR skies was obvious

bull Clouds requires high resolution

bull Want to relight the clouds

PHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Rayleigh coefficients multiplier

bull Rayleigh height

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Mie Scattering coefficients multiplier

bull Mie Scattering height

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Ozone percentage

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Lights sources

bull Sun Intensity illuminates the skyOn a sunny day Sun = 100 000 lux

bull Sun elevation does all the work

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Lights Sources

bull Using 2 light sourcesbull Sunbull Moon

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial Perspective

bull Scale and intensity controls TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Altitude

bull Density

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Clamp density

bull Color add or multiplier

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull 2 Cloud planes lit by the sky

bull Alpha texturebull Absorbtion and thickness values

bull Sky and Clouds costbull Around 075 ms on consoles

(+ 035 ms compared to static sky)

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Always want more control

bull Wanted deeper blues

CREATING THE SKIESPHYSICALLY BASED SKY

bull Physically correct

bull But not deep enough

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter OFF

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter ON

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Add Rayleigh ScatteringMultiplier

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Not deep enough

CREATING THE SKIESPHYSICALLY BASED SKY

bull Rayleigh scattering 2

bull More dramatic

CREATING THE SKIESPHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial perspective leakingthrough geometry

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Added Mie Scattering multiplier

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Replaced with Forward Scattering lightshafts

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCONTROLLING THE CLOCK

bull Constrain the Time Of Day for Critical Path missions

bull Want to follow a color script

bull Sun shadows

bull Connected to the player movement to hide jittery shadows

GLOBAL ILLUMINATION

GLOBAL ILLUMINATION

Work In Progress Visuals

GLOBAL ILLUMINATION

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Real-time indirect lighting solution by Geomerics

bull Used in Frostbite since Battlefield 3

bull However only static lightmapsbull Only used dynamically in Need for Speed

Rivals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Rather fast precomputebull 7 hours for the whole city

bull Interactive relightingbull Gives a lot of creative

freedom

Work In Progress Visuals

>

GLOBAL ILLUMINATIONENLIGHTEN

bull City divided in hierarchized zones for streaming

bull 17 Ground level zones

bull 83 Buildings zones

bull 391 Props zones

GLOBAL ILLUMINATIONENLIGHTEN

bull Each streaming zone has it ownEnlighten database

bull 1 Lightmap (Atlas up to 20482048)bull For large static objects

bull Lightprobes (L2 spherical harmonics)bull For dynamic and small objects

bull GI data for relighting

bull Between 5 and 15 MB

bull Around 30 databases loadedsimultaneously

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Runtime update on CPU

bull Budget of 3 ms per frame

bull Small visual pop whenTime Of Day progresses

Work In Progress Visuals

>

GLOBAL ILLUMINATIONBLENDING UPDATES

bull Always render Enlighten 4 minutes ahead of TimeOfDay time (8 seconds in real life)

bull 3 lightmaps for each databasebull Current onebull Next one ready to blendbull Next one getting solved

bull Possibility to switch back to instant update

GLOBAL ILLUMINATIONBLENDING UPDATES

Work In Progress Visuals

>

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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Page 19: Lighting the City of Glass

GATHERING REFERENCESWHITE VALUES

GATHERING REFERENCESLIGHTING

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GATHERING REFERENCESTIMELAPSE

bull Useful EXIF data

bull White Balance

bull Exposure

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GATHERING REFERENCESHDR PROBES

bull Capturing HDR probes as references

bull 16k 8k using a 14mm rectilinear lensbull 14 camera positions

bull Up to 22 EV

bull Absolute HDR

bull HDR timelapses of sunrise and sunset

>

GATHERING REFERENCESHDR PROBES

bull Object previewing

Work In Progress Visuals

CREATING THE SKIESOBSTACLES

HDR skies couldnrsquot be used in the game

bull Dynamic time of day would require many skies

bull Needs a lot of memory fast streaming

bull Blending between HDR skies was obvious

bull Clouds requires high resolution

bull Want to relight the clouds

PHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Rayleigh coefficients multiplier

bull Rayleigh height

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Mie Scattering coefficients multiplier

bull Mie Scattering height

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Ozone percentage

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Lights sources

bull Sun Intensity illuminates the skyOn a sunny day Sun = 100 000 lux

bull Sun elevation does all the work

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Lights Sources

bull Using 2 light sourcesbull Sunbull Moon

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial Perspective

bull Scale and intensity controls TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Altitude

bull Density

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Clamp density

bull Color add or multiplier

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull 2 Cloud planes lit by the sky

bull Alpha texturebull Absorbtion and thickness values

bull Sky and Clouds costbull Around 075 ms on consoles

(+ 035 ms compared to static sky)

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Always want more control

bull Wanted deeper blues

CREATING THE SKIESPHYSICALLY BASED SKY

bull Physically correct

bull But not deep enough

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter OFF

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter ON

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Add Rayleigh ScatteringMultiplier

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Not deep enough

CREATING THE SKIESPHYSICALLY BASED SKY

bull Rayleigh scattering 2

bull More dramatic

CREATING THE SKIESPHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial perspective leakingthrough geometry

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Added Mie Scattering multiplier

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Replaced with Forward Scattering lightshafts

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCONTROLLING THE CLOCK

bull Constrain the Time Of Day for Critical Path missions

bull Want to follow a color script

bull Sun shadows

bull Connected to the player movement to hide jittery shadows

GLOBAL ILLUMINATION

GLOBAL ILLUMINATION

Work In Progress Visuals

GLOBAL ILLUMINATION

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Real-time indirect lighting solution by Geomerics

bull Used in Frostbite since Battlefield 3

bull However only static lightmapsbull Only used dynamically in Need for Speed

Rivals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Rather fast precomputebull 7 hours for the whole city

bull Interactive relightingbull Gives a lot of creative

freedom

Work In Progress Visuals

>

GLOBAL ILLUMINATIONENLIGHTEN

bull City divided in hierarchized zones for streaming

bull 17 Ground level zones

bull 83 Buildings zones

bull 391 Props zones

GLOBAL ILLUMINATIONENLIGHTEN

bull Each streaming zone has it ownEnlighten database

bull 1 Lightmap (Atlas up to 20482048)bull For large static objects

bull Lightprobes (L2 spherical harmonics)bull For dynamic and small objects

bull GI data for relighting

bull Between 5 and 15 MB

bull Around 30 databases loadedsimultaneously

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Runtime update on CPU

bull Budget of 3 ms per frame

bull Small visual pop whenTime Of Day progresses

Work In Progress Visuals

>

GLOBAL ILLUMINATIONBLENDING UPDATES

bull Always render Enlighten 4 minutes ahead of TimeOfDay time (8 seconds in real life)

bull 3 lightmaps for each databasebull Current onebull Next one ready to blendbull Next one getting solved

bull Possibility to switch back to instant update

GLOBAL ILLUMINATIONBLENDING UPDATES

Work In Progress Visuals

>

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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Page 20: Lighting the City of Glass

GATHERING REFERENCESLIGHTING

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GATHERING REFERENCESTIMELAPSE

bull Useful EXIF data

bull White Balance

bull Exposure

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GATHERING REFERENCESHDR PROBES

bull Capturing HDR probes as references

bull 16k 8k using a 14mm rectilinear lensbull 14 camera positions

bull Up to 22 EV

bull Absolute HDR

bull HDR timelapses of sunrise and sunset

>

GATHERING REFERENCESHDR PROBES

bull Object previewing

Work In Progress Visuals

CREATING THE SKIESOBSTACLES

HDR skies couldnrsquot be used in the game

bull Dynamic time of day would require many skies

bull Needs a lot of memory fast streaming

bull Blending between HDR skies was obvious

bull Clouds requires high resolution

bull Want to relight the clouds

PHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Rayleigh coefficients multiplier

bull Rayleigh height

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Mie Scattering coefficients multiplier

bull Mie Scattering height

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Ozone percentage

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Lights sources

bull Sun Intensity illuminates the skyOn a sunny day Sun = 100 000 lux

bull Sun elevation does all the work

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Lights Sources

bull Using 2 light sourcesbull Sunbull Moon

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial Perspective

bull Scale and intensity controls TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Altitude

bull Density

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Clamp density

bull Color add or multiplier

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull 2 Cloud planes lit by the sky

bull Alpha texturebull Absorbtion and thickness values

bull Sky and Clouds costbull Around 075 ms on consoles

(+ 035 ms compared to static sky)

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Always want more control

bull Wanted deeper blues

CREATING THE SKIESPHYSICALLY BASED SKY

bull Physically correct

bull But not deep enough

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter OFF

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter ON

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Add Rayleigh ScatteringMultiplier

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Not deep enough

CREATING THE SKIESPHYSICALLY BASED SKY

bull Rayleigh scattering 2

bull More dramatic

CREATING THE SKIESPHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial perspective leakingthrough geometry

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Added Mie Scattering multiplier

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Replaced with Forward Scattering lightshafts

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCONTROLLING THE CLOCK

bull Constrain the Time Of Day for Critical Path missions

bull Want to follow a color script

bull Sun shadows

bull Connected to the player movement to hide jittery shadows

GLOBAL ILLUMINATION

GLOBAL ILLUMINATION

Work In Progress Visuals

GLOBAL ILLUMINATION

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Real-time indirect lighting solution by Geomerics

bull Used in Frostbite since Battlefield 3

bull However only static lightmapsbull Only used dynamically in Need for Speed

Rivals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Rather fast precomputebull 7 hours for the whole city

bull Interactive relightingbull Gives a lot of creative

freedom

Work In Progress Visuals

>

GLOBAL ILLUMINATIONENLIGHTEN

bull City divided in hierarchized zones for streaming

bull 17 Ground level zones

bull 83 Buildings zones

bull 391 Props zones

GLOBAL ILLUMINATIONENLIGHTEN

bull Each streaming zone has it ownEnlighten database

bull 1 Lightmap (Atlas up to 20482048)bull For large static objects

bull Lightprobes (L2 spherical harmonics)bull For dynamic and small objects

bull GI data for relighting

bull Between 5 and 15 MB

bull Around 30 databases loadedsimultaneously

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Runtime update on CPU

bull Budget of 3 ms per frame

bull Small visual pop whenTime Of Day progresses

Work In Progress Visuals

>

GLOBAL ILLUMINATIONBLENDING UPDATES

bull Always render Enlighten 4 minutes ahead of TimeOfDay time (8 seconds in real life)

bull 3 lightmaps for each databasebull Current onebull Next one ready to blendbull Next one getting solved

bull Possibility to switch back to instant update

GLOBAL ILLUMINATIONBLENDING UPDATES

Work In Progress Visuals

>

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
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Page 21: Lighting the City of Glass

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GATHERING REFERENCESTIMELAPSE

bull Useful EXIF data

bull White Balance

bull Exposure

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GATHERING REFERENCESHDR PROBES

bull Capturing HDR probes as references

bull 16k 8k using a 14mm rectilinear lensbull 14 camera positions

bull Up to 22 EV

bull Absolute HDR

bull HDR timelapses of sunrise and sunset

>

GATHERING REFERENCESHDR PROBES

bull Object previewing

Work In Progress Visuals

CREATING THE SKIESOBSTACLES

HDR skies couldnrsquot be used in the game

bull Dynamic time of day would require many skies

bull Needs a lot of memory fast streaming

bull Blending between HDR skies was obvious

bull Clouds requires high resolution

bull Want to relight the clouds

PHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Rayleigh coefficients multiplier

bull Rayleigh height

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Mie Scattering coefficients multiplier

bull Mie Scattering height

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Ozone percentage

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Lights sources

bull Sun Intensity illuminates the skyOn a sunny day Sun = 100 000 lux

bull Sun elevation does all the work

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Lights Sources

bull Using 2 light sourcesbull Sunbull Moon

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial Perspective

bull Scale and intensity controls TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Altitude

bull Density

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Clamp density

bull Color add or multiplier

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull 2 Cloud planes lit by the sky

bull Alpha texturebull Absorbtion and thickness values

bull Sky and Clouds costbull Around 075 ms on consoles

(+ 035 ms compared to static sky)

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Always want more control

bull Wanted deeper blues

CREATING THE SKIESPHYSICALLY BASED SKY

bull Physically correct

bull But not deep enough

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter OFF

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter ON

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Add Rayleigh ScatteringMultiplier

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Not deep enough

CREATING THE SKIESPHYSICALLY BASED SKY

bull Rayleigh scattering 2

bull More dramatic

CREATING THE SKIESPHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial perspective leakingthrough geometry

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Added Mie Scattering multiplier

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Replaced with Forward Scattering lightshafts

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCONTROLLING THE CLOCK

bull Constrain the Time Of Day for Critical Path missions

bull Want to follow a color script

bull Sun shadows

bull Connected to the player movement to hide jittery shadows

GLOBAL ILLUMINATION

GLOBAL ILLUMINATION

Work In Progress Visuals

GLOBAL ILLUMINATION

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Real-time indirect lighting solution by Geomerics

bull Used in Frostbite since Battlefield 3

bull However only static lightmapsbull Only used dynamically in Need for Speed

Rivals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Rather fast precomputebull 7 hours for the whole city

bull Interactive relightingbull Gives a lot of creative

freedom

Work In Progress Visuals

>

GLOBAL ILLUMINATIONENLIGHTEN

bull City divided in hierarchized zones for streaming

bull 17 Ground level zones

bull 83 Buildings zones

bull 391 Props zones

GLOBAL ILLUMINATIONENLIGHTEN

bull Each streaming zone has it ownEnlighten database

bull 1 Lightmap (Atlas up to 20482048)bull For large static objects

bull Lightprobes (L2 spherical harmonics)bull For dynamic and small objects

bull GI data for relighting

bull Between 5 and 15 MB

bull Around 30 databases loadedsimultaneously

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Runtime update on CPU

bull Budget of 3 ms per frame

bull Small visual pop whenTime Of Day progresses

Work In Progress Visuals

>

GLOBAL ILLUMINATIONBLENDING UPDATES

bull Always render Enlighten 4 minutes ahead of TimeOfDay time (8 seconds in real life)

bull 3 lightmaps for each databasebull Current onebull Next one ready to blendbull Next one getting solved

bull Possibility to switch back to instant update

GLOBAL ILLUMINATIONBLENDING UPDATES

Work In Progress Visuals

>

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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Page 22: Lighting the City of Glass

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GATHERING REFERENCESHDR PROBES

bull Capturing HDR probes as references

bull 16k 8k using a 14mm rectilinear lensbull 14 camera positions

bull Up to 22 EV

bull Absolute HDR

bull HDR timelapses of sunrise and sunset

>

GATHERING REFERENCESHDR PROBES

bull Object previewing

Work In Progress Visuals

CREATING THE SKIESOBSTACLES

HDR skies couldnrsquot be used in the game

bull Dynamic time of day would require many skies

bull Needs a lot of memory fast streaming

bull Blending between HDR skies was obvious

bull Clouds requires high resolution

bull Want to relight the clouds

PHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Rayleigh coefficients multiplier

bull Rayleigh height

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Mie Scattering coefficients multiplier

bull Mie Scattering height

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Ozone percentage

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Lights sources

bull Sun Intensity illuminates the skyOn a sunny day Sun = 100 000 lux

bull Sun elevation does all the work

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Lights Sources

bull Using 2 light sourcesbull Sunbull Moon

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial Perspective

bull Scale and intensity controls TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Altitude

bull Density

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Clamp density

bull Color add or multiplier

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull 2 Cloud planes lit by the sky

bull Alpha texturebull Absorbtion and thickness values

bull Sky and Clouds costbull Around 075 ms on consoles

(+ 035 ms compared to static sky)

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Always want more control

bull Wanted deeper blues

CREATING THE SKIESPHYSICALLY BASED SKY

bull Physically correct

bull But not deep enough

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter OFF

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter ON

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Add Rayleigh ScatteringMultiplier

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Not deep enough

CREATING THE SKIESPHYSICALLY BASED SKY

bull Rayleigh scattering 2

bull More dramatic

CREATING THE SKIESPHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial perspective leakingthrough geometry

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Added Mie Scattering multiplier

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Replaced with Forward Scattering lightshafts

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCONTROLLING THE CLOCK

bull Constrain the Time Of Day for Critical Path missions

bull Want to follow a color script

bull Sun shadows

bull Connected to the player movement to hide jittery shadows

GLOBAL ILLUMINATION

GLOBAL ILLUMINATION

Work In Progress Visuals

GLOBAL ILLUMINATION

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Real-time indirect lighting solution by Geomerics

bull Used in Frostbite since Battlefield 3

bull However only static lightmapsbull Only used dynamically in Need for Speed

Rivals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Rather fast precomputebull 7 hours for the whole city

bull Interactive relightingbull Gives a lot of creative

freedom

Work In Progress Visuals

>

GLOBAL ILLUMINATIONENLIGHTEN

bull City divided in hierarchized zones for streaming

bull 17 Ground level zones

bull 83 Buildings zones

bull 391 Props zones

GLOBAL ILLUMINATIONENLIGHTEN

bull Each streaming zone has it ownEnlighten database

bull 1 Lightmap (Atlas up to 20482048)bull For large static objects

bull Lightprobes (L2 spherical harmonics)bull For dynamic and small objects

bull GI data for relighting

bull Between 5 and 15 MB

bull Around 30 databases loadedsimultaneously

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Runtime update on CPU

bull Budget of 3 ms per frame

bull Small visual pop whenTime Of Day progresses

Work In Progress Visuals

>

GLOBAL ILLUMINATIONBLENDING UPDATES

bull Always render Enlighten 4 minutes ahead of TimeOfDay time (8 seconds in real life)

bull 3 lightmaps for each databasebull Current onebull Next one ready to blendbull Next one getting solved

bull Possibility to switch back to instant update

GLOBAL ILLUMINATIONBLENDING UPDATES

Work In Progress Visuals

>

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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Page 23: Lighting the City of Glass

GATHERING REFERENCESHDR PROBES

bull Object previewing

Work In Progress Visuals

CREATING THE SKIESOBSTACLES

HDR skies couldnrsquot be used in the game

bull Dynamic time of day would require many skies

bull Needs a lot of memory fast streaming

bull Blending between HDR skies was obvious

bull Clouds requires high resolution

bull Want to relight the clouds

PHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Rayleigh coefficients multiplier

bull Rayleigh height

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Mie Scattering coefficients multiplier

bull Mie Scattering height

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Ozone percentage

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Lights sources

bull Sun Intensity illuminates the skyOn a sunny day Sun = 100 000 lux

bull Sun elevation does all the work

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Lights Sources

bull Using 2 light sourcesbull Sunbull Moon

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial Perspective

bull Scale and intensity controls TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Altitude

bull Density

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Clamp density

bull Color add or multiplier

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull 2 Cloud planes lit by the sky

bull Alpha texturebull Absorbtion and thickness values

bull Sky and Clouds costbull Around 075 ms on consoles

(+ 035 ms compared to static sky)

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Always want more control

bull Wanted deeper blues

CREATING THE SKIESPHYSICALLY BASED SKY

bull Physically correct

bull But not deep enough

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter OFF

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter ON

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Add Rayleigh ScatteringMultiplier

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Not deep enough

CREATING THE SKIESPHYSICALLY BASED SKY

bull Rayleigh scattering 2

bull More dramatic

CREATING THE SKIESPHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial perspective leakingthrough geometry

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Added Mie Scattering multiplier

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Replaced with Forward Scattering lightshafts

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCONTROLLING THE CLOCK

bull Constrain the Time Of Day for Critical Path missions

bull Want to follow a color script

bull Sun shadows

bull Connected to the player movement to hide jittery shadows

GLOBAL ILLUMINATION

GLOBAL ILLUMINATION

Work In Progress Visuals

GLOBAL ILLUMINATION

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Real-time indirect lighting solution by Geomerics

bull Used in Frostbite since Battlefield 3

bull However only static lightmapsbull Only used dynamically in Need for Speed

Rivals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Rather fast precomputebull 7 hours for the whole city

bull Interactive relightingbull Gives a lot of creative

freedom

Work In Progress Visuals

>

GLOBAL ILLUMINATIONENLIGHTEN

bull City divided in hierarchized zones for streaming

bull 17 Ground level zones

bull 83 Buildings zones

bull 391 Props zones

GLOBAL ILLUMINATIONENLIGHTEN

bull Each streaming zone has it ownEnlighten database

bull 1 Lightmap (Atlas up to 20482048)bull For large static objects

bull Lightprobes (L2 spherical harmonics)bull For dynamic and small objects

bull GI data for relighting

bull Between 5 and 15 MB

bull Around 30 databases loadedsimultaneously

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Runtime update on CPU

bull Budget of 3 ms per frame

bull Small visual pop whenTime Of Day progresses

Work In Progress Visuals

>

GLOBAL ILLUMINATIONBLENDING UPDATES

bull Always render Enlighten 4 minutes ahead of TimeOfDay time (8 seconds in real life)

bull 3 lightmaps for each databasebull Current onebull Next one ready to blendbull Next one getting solved

bull Possibility to switch back to instant update

GLOBAL ILLUMINATIONBLENDING UPDATES

Work In Progress Visuals

>

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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Page 24: Lighting the City of Glass

CREATING THE SKIESOBSTACLES

HDR skies couldnrsquot be used in the game

bull Dynamic time of day would require many skies

bull Needs a lot of memory fast streaming

bull Blending between HDR skies was obvious

bull Clouds requires high resolution

bull Want to relight the clouds

PHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Rayleigh coefficients multiplier

bull Rayleigh height

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Mie Scattering coefficients multiplier

bull Mie Scattering height

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Ozone percentage

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Lights sources

bull Sun Intensity illuminates the skyOn a sunny day Sun = 100 000 lux

bull Sun elevation does all the work

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Lights Sources

bull Using 2 light sourcesbull Sunbull Moon

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial Perspective

bull Scale and intensity controls TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Altitude

bull Density

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Clamp density

bull Color add or multiplier

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull 2 Cloud planes lit by the sky

bull Alpha texturebull Absorbtion and thickness values

bull Sky and Clouds costbull Around 075 ms on consoles

(+ 035 ms compared to static sky)

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Always want more control

bull Wanted deeper blues

CREATING THE SKIESPHYSICALLY BASED SKY

bull Physically correct

bull But not deep enough

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter OFF

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter ON

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Add Rayleigh ScatteringMultiplier

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Not deep enough

CREATING THE SKIESPHYSICALLY BASED SKY

bull Rayleigh scattering 2

bull More dramatic

CREATING THE SKIESPHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial perspective leakingthrough geometry

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Added Mie Scattering multiplier

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Replaced with Forward Scattering lightshafts

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCONTROLLING THE CLOCK

bull Constrain the Time Of Day for Critical Path missions

bull Want to follow a color script

bull Sun shadows

bull Connected to the player movement to hide jittery shadows

GLOBAL ILLUMINATION

GLOBAL ILLUMINATION

Work In Progress Visuals

GLOBAL ILLUMINATION

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Real-time indirect lighting solution by Geomerics

bull Used in Frostbite since Battlefield 3

bull However only static lightmapsbull Only used dynamically in Need for Speed

Rivals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Rather fast precomputebull 7 hours for the whole city

bull Interactive relightingbull Gives a lot of creative

freedom

Work In Progress Visuals

>

GLOBAL ILLUMINATIONENLIGHTEN

bull City divided in hierarchized zones for streaming

bull 17 Ground level zones

bull 83 Buildings zones

bull 391 Props zones

GLOBAL ILLUMINATIONENLIGHTEN

bull Each streaming zone has it ownEnlighten database

bull 1 Lightmap (Atlas up to 20482048)bull For large static objects

bull Lightprobes (L2 spherical harmonics)bull For dynamic and small objects

bull GI data for relighting

bull Between 5 and 15 MB

bull Around 30 databases loadedsimultaneously

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Runtime update on CPU

bull Budget of 3 ms per frame

bull Small visual pop whenTime Of Day progresses

Work In Progress Visuals

>

GLOBAL ILLUMINATIONBLENDING UPDATES

bull Always render Enlighten 4 minutes ahead of TimeOfDay time (8 seconds in real life)

bull 3 lightmaps for each databasebull Current onebull Next one ready to blendbull Next one getting solved

bull Possibility to switch back to instant update

GLOBAL ILLUMINATIONBLENDING UPDATES

Work In Progress Visuals

>

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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Page 25: Lighting the City of Glass

PHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Rayleigh coefficients multiplier

bull Rayleigh height

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Mie Scattering coefficients multiplier

bull Mie Scattering height

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Ozone percentage

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Lights sources

bull Sun Intensity illuminates the skyOn a sunny day Sun = 100 000 lux

bull Sun elevation does all the work

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Lights Sources

bull Using 2 light sourcesbull Sunbull Moon

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial Perspective

bull Scale and intensity controls TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Altitude

bull Density

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Clamp density

bull Color add or multiplier

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull 2 Cloud planes lit by the sky

bull Alpha texturebull Absorbtion and thickness values

bull Sky and Clouds costbull Around 075 ms on consoles

(+ 035 ms compared to static sky)

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Always want more control

bull Wanted deeper blues

CREATING THE SKIESPHYSICALLY BASED SKY

bull Physically correct

bull But not deep enough

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter OFF

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter ON

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Add Rayleigh ScatteringMultiplier

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Not deep enough

CREATING THE SKIESPHYSICALLY BASED SKY

bull Rayleigh scattering 2

bull More dramatic

CREATING THE SKIESPHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial perspective leakingthrough geometry

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Added Mie Scattering multiplier

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Replaced with Forward Scattering lightshafts

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCONTROLLING THE CLOCK

bull Constrain the Time Of Day for Critical Path missions

bull Want to follow a color script

bull Sun shadows

bull Connected to the player movement to hide jittery shadows

GLOBAL ILLUMINATION

GLOBAL ILLUMINATION

Work In Progress Visuals

GLOBAL ILLUMINATION

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Real-time indirect lighting solution by Geomerics

bull Used in Frostbite since Battlefield 3

bull However only static lightmapsbull Only used dynamically in Need for Speed

Rivals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Rather fast precomputebull 7 hours for the whole city

bull Interactive relightingbull Gives a lot of creative

freedom

Work In Progress Visuals

>

GLOBAL ILLUMINATIONENLIGHTEN

bull City divided in hierarchized zones for streaming

bull 17 Ground level zones

bull 83 Buildings zones

bull 391 Props zones

GLOBAL ILLUMINATIONENLIGHTEN

bull Each streaming zone has it ownEnlighten database

bull 1 Lightmap (Atlas up to 20482048)bull For large static objects

bull Lightprobes (L2 spherical harmonics)bull For dynamic and small objects

bull GI data for relighting

bull Between 5 and 15 MB

bull Around 30 databases loadedsimultaneously

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Runtime update on CPU

bull Budget of 3 ms per frame

bull Small visual pop whenTime Of Day progresses

Work In Progress Visuals

>

GLOBAL ILLUMINATIONBLENDING UPDATES

bull Always render Enlighten 4 minutes ahead of TimeOfDay time (8 seconds in real life)

bull 3 lightmaps for each databasebull Current onebull Next one ready to blendbull Next one getting solved

bull Possibility to switch back to instant update

GLOBAL ILLUMINATIONBLENDING UPDATES

Work In Progress Visuals

>

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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Page 26: Lighting the City of Glass

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Rayleigh coefficients multiplier

bull Rayleigh height

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Mie Scattering coefficients multiplier

bull Mie Scattering height

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Ozone percentage

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Lights sources

bull Sun Intensity illuminates the skyOn a sunny day Sun = 100 000 lux

bull Sun elevation does all the work

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Lights Sources

bull Using 2 light sourcesbull Sunbull Moon

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial Perspective

bull Scale and intensity controls TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Altitude

bull Density

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Clamp density

bull Color add or multiplier

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull 2 Cloud planes lit by the sky

bull Alpha texturebull Absorbtion and thickness values

bull Sky and Clouds costbull Around 075 ms on consoles

(+ 035 ms compared to static sky)

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Always want more control

bull Wanted deeper blues

CREATING THE SKIESPHYSICALLY BASED SKY

bull Physically correct

bull But not deep enough

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter OFF

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter ON

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Add Rayleigh ScatteringMultiplier

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Not deep enough

CREATING THE SKIESPHYSICALLY BASED SKY

bull Rayleigh scattering 2

bull More dramatic

CREATING THE SKIESPHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial perspective leakingthrough geometry

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Added Mie Scattering multiplier

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Replaced with Forward Scattering lightshafts

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCONTROLLING THE CLOCK

bull Constrain the Time Of Day for Critical Path missions

bull Want to follow a color script

bull Sun shadows

bull Connected to the player movement to hide jittery shadows

GLOBAL ILLUMINATION

GLOBAL ILLUMINATION

Work In Progress Visuals

GLOBAL ILLUMINATION

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Real-time indirect lighting solution by Geomerics

bull Used in Frostbite since Battlefield 3

bull However only static lightmapsbull Only used dynamically in Need for Speed

Rivals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Rather fast precomputebull 7 hours for the whole city

bull Interactive relightingbull Gives a lot of creative

freedom

Work In Progress Visuals

>

GLOBAL ILLUMINATIONENLIGHTEN

bull City divided in hierarchized zones for streaming

bull 17 Ground level zones

bull 83 Buildings zones

bull 391 Props zones

GLOBAL ILLUMINATIONENLIGHTEN

bull Each streaming zone has it ownEnlighten database

bull 1 Lightmap (Atlas up to 20482048)bull For large static objects

bull Lightprobes (L2 spherical harmonics)bull For dynamic and small objects

bull GI data for relighting

bull Between 5 and 15 MB

bull Around 30 databases loadedsimultaneously

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Runtime update on CPU

bull Budget of 3 ms per frame

bull Small visual pop whenTime Of Day progresses

Work In Progress Visuals

>

GLOBAL ILLUMINATIONBLENDING UPDATES

bull Always render Enlighten 4 minutes ahead of TimeOfDay time (8 seconds in real life)

bull 3 lightmaps for each databasebull Current onebull Next one ready to blendbull Next one getting solved

bull Possibility to switch back to instant update

GLOBAL ILLUMINATIONBLENDING UPDATES

Work In Progress Visuals

>

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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Page 27: Lighting the City of Glass

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Mie Scattering coefficients multiplier

bull Mie Scattering height

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Ozone percentage

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Lights sources

bull Sun Intensity illuminates the skyOn a sunny day Sun = 100 000 lux

bull Sun elevation does all the work

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Lights Sources

bull Using 2 light sourcesbull Sunbull Moon

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial Perspective

bull Scale and intensity controls TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Altitude

bull Density

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Clamp density

bull Color add or multiplier

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull 2 Cloud planes lit by the sky

bull Alpha texturebull Absorbtion and thickness values

bull Sky and Clouds costbull Around 075 ms on consoles

(+ 035 ms compared to static sky)

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Always want more control

bull Wanted deeper blues

CREATING THE SKIESPHYSICALLY BASED SKY

bull Physically correct

bull But not deep enough

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter OFF

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter ON

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Add Rayleigh ScatteringMultiplier

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Not deep enough

CREATING THE SKIESPHYSICALLY BASED SKY

bull Rayleigh scattering 2

bull More dramatic

CREATING THE SKIESPHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial perspective leakingthrough geometry

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Added Mie Scattering multiplier

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Replaced with Forward Scattering lightshafts

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCONTROLLING THE CLOCK

bull Constrain the Time Of Day for Critical Path missions

bull Want to follow a color script

bull Sun shadows

bull Connected to the player movement to hide jittery shadows

GLOBAL ILLUMINATION

GLOBAL ILLUMINATION

Work In Progress Visuals

GLOBAL ILLUMINATION

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Real-time indirect lighting solution by Geomerics

bull Used in Frostbite since Battlefield 3

bull However only static lightmapsbull Only used dynamically in Need for Speed

Rivals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Rather fast precomputebull 7 hours for the whole city

bull Interactive relightingbull Gives a lot of creative

freedom

Work In Progress Visuals

>

GLOBAL ILLUMINATIONENLIGHTEN

bull City divided in hierarchized zones for streaming

bull 17 Ground level zones

bull 83 Buildings zones

bull 391 Props zones

GLOBAL ILLUMINATIONENLIGHTEN

bull Each streaming zone has it ownEnlighten database

bull 1 Lightmap (Atlas up to 20482048)bull For large static objects

bull Lightprobes (L2 spherical harmonics)bull For dynamic and small objects

bull GI data for relighting

bull Between 5 and 15 MB

bull Around 30 databases loadedsimultaneously

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Runtime update on CPU

bull Budget of 3 ms per frame

bull Small visual pop whenTime Of Day progresses

Work In Progress Visuals

>

GLOBAL ILLUMINATIONBLENDING UPDATES

bull Always render Enlighten 4 minutes ahead of TimeOfDay time (8 seconds in real life)

bull 3 lightmaps for each databasebull Current onebull Next one ready to blendbull Next one getting solved

bull Possibility to switch back to instant update

GLOBAL ILLUMINATIONBLENDING UPDATES

Work In Progress Visuals

>

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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Page 28: Lighting the City of Glass

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Precomputed atmospheric scattering

bull Ozone percentage

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Lights sources

bull Sun Intensity illuminates the skyOn a sunny day Sun = 100 000 lux

bull Sun elevation does all the work

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Lights Sources

bull Using 2 light sourcesbull Sunbull Moon

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial Perspective

bull Scale and intensity controls TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Altitude

bull Density

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Clamp density

bull Color add or multiplier

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull 2 Cloud planes lit by the sky

bull Alpha texturebull Absorbtion and thickness values

bull Sky and Clouds costbull Around 075 ms on consoles

(+ 035 ms compared to static sky)

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Always want more control

bull Wanted deeper blues

CREATING THE SKIESPHYSICALLY BASED SKY

bull Physically correct

bull But not deep enough

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter OFF

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter ON

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Add Rayleigh ScatteringMultiplier

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Not deep enough

CREATING THE SKIESPHYSICALLY BASED SKY

bull Rayleigh scattering 2

bull More dramatic

CREATING THE SKIESPHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial perspective leakingthrough geometry

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Added Mie Scattering multiplier

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Replaced with Forward Scattering lightshafts

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCONTROLLING THE CLOCK

bull Constrain the Time Of Day for Critical Path missions

bull Want to follow a color script

bull Sun shadows

bull Connected to the player movement to hide jittery shadows

GLOBAL ILLUMINATION

GLOBAL ILLUMINATION

Work In Progress Visuals

GLOBAL ILLUMINATION

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Real-time indirect lighting solution by Geomerics

bull Used in Frostbite since Battlefield 3

bull However only static lightmapsbull Only used dynamically in Need for Speed

Rivals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Rather fast precomputebull 7 hours for the whole city

bull Interactive relightingbull Gives a lot of creative

freedom

Work In Progress Visuals

>

GLOBAL ILLUMINATIONENLIGHTEN

bull City divided in hierarchized zones for streaming

bull 17 Ground level zones

bull 83 Buildings zones

bull 391 Props zones

GLOBAL ILLUMINATIONENLIGHTEN

bull Each streaming zone has it ownEnlighten database

bull 1 Lightmap (Atlas up to 20482048)bull For large static objects

bull Lightprobes (L2 spherical harmonics)bull For dynamic and small objects

bull GI data for relighting

bull Between 5 and 15 MB

bull Around 30 databases loadedsimultaneously

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Runtime update on CPU

bull Budget of 3 ms per frame

bull Small visual pop whenTime Of Day progresses

Work In Progress Visuals

>

GLOBAL ILLUMINATIONBLENDING UPDATES

bull Always render Enlighten 4 minutes ahead of TimeOfDay time (8 seconds in real life)

bull 3 lightmaps for each databasebull Current onebull Next one ready to blendbull Next one getting solved

bull Possibility to switch back to instant update

GLOBAL ILLUMINATIONBLENDING UPDATES

Work In Progress Visuals

>

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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Page 29: Lighting the City of Glass

CREATING THE SKIESPHYSICALLY BASED SKY

bull Lights sources

bull Sun Intensity illuminates the skyOn a sunny day Sun = 100 000 lux

bull Sun elevation does all the work

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Lights Sources

bull Using 2 light sourcesbull Sunbull Moon

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial Perspective

bull Scale and intensity controls TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Altitude

bull Density

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Clamp density

bull Color add or multiplier

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull 2 Cloud planes lit by the sky

bull Alpha texturebull Absorbtion and thickness values

bull Sky and Clouds costbull Around 075 ms on consoles

(+ 035 ms compared to static sky)

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Always want more control

bull Wanted deeper blues

CREATING THE SKIESPHYSICALLY BASED SKY

bull Physically correct

bull But not deep enough

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter OFF

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter ON

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Add Rayleigh ScatteringMultiplier

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Not deep enough

CREATING THE SKIESPHYSICALLY BASED SKY

bull Rayleigh scattering 2

bull More dramatic

CREATING THE SKIESPHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial perspective leakingthrough geometry

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Added Mie Scattering multiplier

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Replaced with Forward Scattering lightshafts

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCONTROLLING THE CLOCK

bull Constrain the Time Of Day for Critical Path missions

bull Want to follow a color script

bull Sun shadows

bull Connected to the player movement to hide jittery shadows

GLOBAL ILLUMINATION

GLOBAL ILLUMINATION

Work In Progress Visuals

GLOBAL ILLUMINATION

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Real-time indirect lighting solution by Geomerics

bull Used in Frostbite since Battlefield 3

bull However only static lightmapsbull Only used dynamically in Need for Speed

Rivals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Rather fast precomputebull 7 hours for the whole city

bull Interactive relightingbull Gives a lot of creative

freedom

Work In Progress Visuals

>

GLOBAL ILLUMINATIONENLIGHTEN

bull City divided in hierarchized zones for streaming

bull 17 Ground level zones

bull 83 Buildings zones

bull 391 Props zones

GLOBAL ILLUMINATIONENLIGHTEN

bull Each streaming zone has it ownEnlighten database

bull 1 Lightmap (Atlas up to 20482048)bull For large static objects

bull Lightprobes (L2 spherical harmonics)bull For dynamic and small objects

bull GI data for relighting

bull Between 5 and 15 MB

bull Around 30 databases loadedsimultaneously

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Runtime update on CPU

bull Budget of 3 ms per frame

bull Small visual pop whenTime Of Day progresses

Work In Progress Visuals

>

GLOBAL ILLUMINATIONBLENDING UPDATES

bull Always render Enlighten 4 minutes ahead of TimeOfDay time (8 seconds in real life)

bull 3 lightmaps for each databasebull Current onebull Next one ready to blendbull Next one getting solved

bull Possibility to switch back to instant update

GLOBAL ILLUMINATIONBLENDING UPDATES

Work In Progress Visuals

>

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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Page 30: Lighting the City of Glass

CREATING THE SKIESPHYSICALLY BASED SKY

bull Lights Sources

bull Using 2 light sourcesbull Sunbull Moon

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial Perspective

bull Scale and intensity controls TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Altitude

bull Density

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Clamp density

bull Color add or multiplier

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull 2 Cloud planes lit by the sky

bull Alpha texturebull Absorbtion and thickness values

bull Sky and Clouds costbull Around 075 ms on consoles

(+ 035 ms compared to static sky)

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Always want more control

bull Wanted deeper blues

CREATING THE SKIESPHYSICALLY BASED SKY

bull Physically correct

bull But not deep enough

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter OFF

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter ON

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Add Rayleigh ScatteringMultiplier

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Not deep enough

CREATING THE SKIESPHYSICALLY BASED SKY

bull Rayleigh scattering 2

bull More dramatic

CREATING THE SKIESPHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial perspective leakingthrough geometry

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Added Mie Scattering multiplier

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Replaced with Forward Scattering lightshafts

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCONTROLLING THE CLOCK

bull Constrain the Time Of Day for Critical Path missions

bull Want to follow a color script

bull Sun shadows

bull Connected to the player movement to hide jittery shadows

GLOBAL ILLUMINATION

GLOBAL ILLUMINATION

Work In Progress Visuals

GLOBAL ILLUMINATION

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Real-time indirect lighting solution by Geomerics

bull Used in Frostbite since Battlefield 3

bull However only static lightmapsbull Only used dynamically in Need for Speed

Rivals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Rather fast precomputebull 7 hours for the whole city

bull Interactive relightingbull Gives a lot of creative

freedom

Work In Progress Visuals

>

GLOBAL ILLUMINATIONENLIGHTEN

bull City divided in hierarchized zones for streaming

bull 17 Ground level zones

bull 83 Buildings zones

bull 391 Props zones

GLOBAL ILLUMINATIONENLIGHTEN

bull Each streaming zone has it ownEnlighten database

bull 1 Lightmap (Atlas up to 20482048)bull For large static objects

bull Lightprobes (L2 spherical harmonics)bull For dynamic and small objects

bull GI data for relighting

bull Between 5 and 15 MB

bull Around 30 databases loadedsimultaneously

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Runtime update on CPU

bull Budget of 3 ms per frame

bull Small visual pop whenTime Of Day progresses

Work In Progress Visuals

>

GLOBAL ILLUMINATIONBLENDING UPDATES

bull Always render Enlighten 4 minutes ahead of TimeOfDay time (8 seconds in real life)

bull 3 lightmaps for each databasebull Current onebull Next one ready to blendbull Next one getting solved

bull Possibility to switch back to instant update

GLOBAL ILLUMINATIONBLENDING UPDATES

Work In Progress Visuals

>

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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Page 31: Lighting the City of Glass

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial Perspective

bull Scale and intensity controls TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Altitude

bull Density

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Clamp density

bull Color add or multiplier

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull 2 Cloud planes lit by the sky

bull Alpha texturebull Absorbtion and thickness values

bull Sky and Clouds costbull Around 075 ms on consoles

(+ 035 ms compared to static sky)

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Always want more control

bull Wanted deeper blues

CREATING THE SKIESPHYSICALLY BASED SKY

bull Physically correct

bull But not deep enough

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter OFF

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter ON

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Add Rayleigh ScatteringMultiplier

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Not deep enough

CREATING THE SKIESPHYSICALLY BASED SKY

bull Rayleigh scattering 2

bull More dramatic

CREATING THE SKIESPHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial perspective leakingthrough geometry

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Added Mie Scattering multiplier

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Replaced with Forward Scattering lightshafts

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCONTROLLING THE CLOCK

bull Constrain the Time Of Day for Critical Path missions

bull Want to follow a color script

bull Sun shadows

bull Connected to the player movement to hide jittery shadows

GLOBAL ILLUMINATION

GLOBAL ILLUMINATION

Work In Progress Visuals

GLOBAL ILLUMINATION

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Real-time indirect lighting solution by Geomerics

bull Used in Frostbite since Battlefield 3

bull However only static lightmapsbull Only used dynamically in Need for Speed

Rivals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Rather fast precomputebull 7 hours for the whole city

bull Interactive relightingbull Gives a lot of creative

freedom

Work In Progress Visuals

>

GLOBAL ILLUMINATIONENLIGHTEN

bull City divided in hierarchized zones for streaming

bull 17 Ground level zones

bull 83 Buildings zones

bull 391 Props zones

GLOBAL ILLUMINATIONENLIGHTEN

bull Each streaming zone has it ownEnlighten database

bull 1 Lightmap (Atlas up to 20482048)bull For large static objects

bull Lightprobes (L2 spherical harmonics)bull For dynamic and small objects

bull GI data for relighting

bull Between 5 and 15 MB

bull Around 30 databases loadedsimultaneously

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Runtime update on CPU

bull Budget of 3 ms per frame

bull Small visual pop whenTime Of Day progresses

Work In Progress Visuals

>

GLOBAL ILLUMINATIONBLENDING UPDATES

bull Always render Enlighten 4 minutes ahead of TimeOfDay time (8 seconds in real life)

bull 3 lightmaps for each databasebull Current onebull Next one ready to blendbull Next one getting solved

bull Possibility to switch back to instant update

GLOBAL ILLUMINATIONBLENDING UPDATES

Work In Progress Visuals

>

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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Page 32: Lighting the City of Glass

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Altitude

bull Density

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Clamp density

bull Color add or multiplier

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull 2 Cloud planes lit by the sky

bull Alpha texturebull Absorbtion and thickness values

bull Sky and Clouds costbull Around 075 ms on consoles

(+ 035 ms compared to static sky)

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Always want more control

bull Wanted deeper blues

CREATING THE SKIESPHYSICALLY BASED SKY

bull Physically correct

bull But not deep enough

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter OFF

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter ON

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Add Rayleigh ScatteringMultiplier

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Not deep enough

CREATING THE SKIESPHYSICALLY BASED SKY

bull Rayleigh scattering 2

bull More dramatic

CREATING THE SKIESPHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial perspective leakingthrough geometry

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Added Mie Scattering multiplier

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Replaced with Forward Scattering lightshafts

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCONTROLLING THE CLOCK

bull Constrain the Time Of Day for Critical Path missions

bull Want to follow a color script

bull Sun shadows

bull Connected to the player movement to hide jittery shadows

GLOBAL ILLUMINATION

GLOBAL ILLUMINATION

Work In Progress Visuals

GLOBAL ILLUMINATION

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Real-time indirect lighting solution by Geomerics

bull Used in Frostbite since Battlefield 3

bull However only static lightmapsbull Only used dynamically in Need for Speed

Rivals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Rather fast precomputebull 7 hours for the whole city

bull Interactive relightingbull Gives a lot of creative

freedom

Work In Progress Visuals

>

GLOBAL ILLUMINATIONENLIGHTEN

bull City divided in hierarchized zones for streaming

bull 17 Ground level zones

bull 83 Buildings zones

bull 391 Props zones

GLOBAL ILLUMINATIONENLIGHTEN

bull Each streaming zone has it ownEnlighten database

bull 1 Lightmap (Atlas up to 20482048)bull For large static objects

bull Lightprobes (L2 spherical harmonics)bull For dynamic and small objects

bull GI data for relighting

bull Between 5 and 15 MB

bull Around 30 databases loadedsimultaneously

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Runtime update on CPU

bull Budget of 3 ms per frame

bull Small visual pop whenTime Of Day progresses

Work In Progress Visuals

>

GLOBAL ILLUMINATIONBLENDING UPDATES

bull Always render Enlighten 4 minutes ahead of TimeOfDay time (8 seconds in real life)

bull 3 lightmaps for each databasebull Current onebull Next one ready to blendbull Next one getting solved

bull Possibility to switch back to instant update

GLOBAL ILLUMINATIONBLENDING UPDATES

Work In Progress Visuals

>

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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Page 33: Lighting the City of Glass

CREATING THE SKIESPHYSICALLY BASED SKY

bull Height fog

bull Clamp density

bull Color add or multiplier

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull 2 Cloud planes lit by the sky

bull Alpha texturebull Absorbtion and thickness values

bull Sky and Clouds costbull Around 075 ms on consoles

(+ 035 ms compared to static sky)

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Always want more control

bull Wanted deeper blues

CREATING THE SKIESPHYSICALLY BASED SKY

bull Physically correct

bull But not deep enough

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter OFF

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter ON

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Add Rayleigh ScatteringMultiplier

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Not deep enough

CREATING THE SKIESPHYSICALLY BASED SKY

bull Rayleigh scattering 2

bull More dramatic

CREATING THE SKIESPHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial perspective leakingthrough geometry

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Added Mie Scattering multiplier

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Replaced with Forward Scattering lightshafts

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCONTROLLING THE CLOCK

bull Constrain the Time Of Day for Critical Path missions

bull Want to follow a color script

bull Sun shadows

bull Connected to the player movement to hide jittery shadows

GLOBAL ILLUMINATION

GLOBAL ILLUMINATION

Work In Progress Visuals

GLOBAL ILLUMINATION

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Real-time indirect lighting solution by Geomerics

bull Used in Frostbite since Battlefield 3

bull However only static lightmapsbull Only used dynamically in Need for Speed

Rivals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Rather fast precomputebull 7 hours for the whole city

bull Interactive relightingbull Gives a lot of creative

freedom

Work In Progress Visuals

>

GLOBAL ILLUMINATIONENLIGHTEN

bull City divided in hierarchized zones for streaming

bull 17 Ground level zones

bull 83 Buildings zones

bull 391 Props zones

GLOBAL ILLUMINATIONENLIGHTEN

bull Each streaming zone has it ownEnlighten database

bull 1 Lightmap (Atlas up to 20482048)bull For large static objects

bull Lightprobes (L2 spherical harmonics)bull For dynamic and small objects

bull GI data for relighting

bull Between 5 and 15 MB

bull Around 30 databases loadedsimultaneously

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Runtime update on CPU

bull Budget of 3 ms per frame

bull Small visual pop whenTime Of Day progresses

Work In Progress Visuals

>

GLOBAL ILLUMINATIONBLENDING UPDATES

bull Always render Enlighten 4 minutes ahead of TimeOfDay time (8 seconds in real life)

bull 3 lightmaps for each databasebull Current onebull Next one ready to blendbull Next one getting solved

bull Possibility to switch back to instant update

GLOBAL ILLUMINATIONBLENDING UPDATES

Work In Progress Visuals

>

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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Page 34: Lighting the City of Glass

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull 2 Cloud planes lit by the sky

bull Alpha texturebull Absorbtion and thickness values

bull Sky and Clouds costbull Around 075 ms on consoles

(+ 035 ms compared to static sky)

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Always want more control

bull Wanted deeper blues

CREATING THE SKIESPHYSICALLY BASED SKY

bull Physically correct

bull But not deep enough

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter OFF

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter ON

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Add Rayleigh ScatteringMultiplier

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Not deep enough

CREATING THE SKIESPHYSICALLY BASED SKY

bull Rayleigh scattering 2

bull More dramatic

CREATING THE SKIESPHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial perspective leakingthrough geometry

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Added Mie Scattering multiplier

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Replaced with Forward Scattering lightshafts

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCONTROLLING THE CLOCK

bull Constrain the Time Of Day for Critical Path missions

bull Want to follow a color script

bull Sun shadows

bull Connected to the player movement to hide jittery shadows

GLOBAL ILLUMINATION

GLOBAL ILLUMINATION

Work In Progress Visuals

GLOBAL ILLUMINATION

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Real-time indirect lighting solution by Geomerics

bull Used in Frostbite since Battlefield 3

bull However only static lightmapsbull Only used dynamically in Need for Speed

Rivals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Rather fast precomputebull 7 hours for the whole city

bull Interactive relightingbull Gives a lot of creative

freedom

Work In Progress Visuals

>

GLOBAL ILLUMINATIONENLIGHTEN

bull City divided in hierarchized zones for streaming

bull 17 Ground level zones

bull 83 Buildings zones

bull 391 Props zones

GLOBAL ILLUMINATIONENLIGHTEN

bull Each streaming zone has it ownEnlighten database

bull 1 Lightmap (Atlas up to 20482048)bull For large static objects

bull Lightprobes (L2 spherical harmonics)bull For dynamic and small objects

bull GI data for relighting

bull Between 5 and 15 MB

bull Around 30 databases loadedsimultaneously

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Runtime update on CPU

bull Budget of 3 ms per frame

bull Small visual pop whenTime Of Day progresses

Work In Progress Visuals

>

GLOBAL ILLUMINATIONBLENDING UPDATES

bull Always render Enlighten 4 minutes ahead of TimeOfDay time (8 seconds in real life)

bull 3 lightmaps for each databasebull Current onebull Next one ready to blendbull Next one getting solved

bull Possibility to switch back to instant update

GLOBAL ILLUMINATIONBLENDING UPDATES

Work In Progress Visuals

>

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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Page 35: Lighting the City of Glass

CREATING THE SKIESPHYSICALLY BASED SKY

bull Always want more control

bull Wanted deeper blues

CREATING THE SKIESPHYSICALLY BASED SKY

bull Physically correct

bull But not deep enough

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter OFF

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter ON

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Add Rayleigh ScatteringMultiplier

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Not deep enough

CREATING THE SKIESPHYSICALLY BASED SKY

bull Rayleigh scattering 2

bull More dramatic

CREATING THE SKIESPHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial perspective leakingthrough geometry

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Added Mie Scattering multiplier

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Replaced with Forward Scattering lightshafts

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCONTROLLING THE CLOCK

bull Constrain the Time Of Day for Critical Path missions

bull Want to follow a color script

bull Sun shadows

bull Connected to the player movement to hide jittery shadows

GLOBAL ILLUMINATION

GLOBAL ILLUMINATION

Work In Progress Visuals

GLOBAL ILLUMINATION

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Real-time indirect lighting solution by Geomerics

bull Used in Frostbite since Battlefield 3

bull However only static lightmapsbull Only used dynamically in Need for Speed

Rivals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Rather fast precomputebull 7 hours for the whole city

bull Interactive relightingbull Gives a lot of creative

freedom

Work In Progress Visuals

>

GLOBAL ILLUMINATIONENLIGHTEN

bull City divided in hierarchized zones for streaming

bull 17 Ground level zones

bull 83 Buildings zones

bull 391 Props zones

GLOBAL ILLUMINATIONENLIGHTEN

bull Each streaming zone has it ownEnlighten database

bull 1 Lightmap (Atlas up to 20482048)bull For large static objects

bull Lightprobes (L2 spherical harmonics)bull For dynamic and small objects

bull GI data for relighting

bull Between 5 and 15 MB

bull Around 30 databases loadedsimultaneously

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Runtime update on CPU

bull Budget of 3 ms per frame

bull Small visual pop whenTime Of Day progresses

Work In Progress Visuals

>

GLOBAL ILLUMINATIONBLENDING UPDATES

bull Always render Enlighten 4 minutes ahead of TimeOfDay time (8 seconds in real life)

bull 3 lightmaps for each databasebull Current onebull Next one ready to blendbull Next one getting solved

bull Possibility to switch back to instant update

GLOBAL ILLUMINATIONBLENDING UPDATES

Work In Progress Visuals

>

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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Page 36: Lighting the City of Glass

CREATING THE SKIESPHYSICALLY BASED SKY

bull Physically correct

bull But not deep enough

Work In Progress Visuals

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter OFF

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter ON

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Add Rayleigh ScatteringMultiplier

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Not deep enough

CREATING THE SKIESPHYSICALLY BASED SKY

bull Rayleigh scattering 2

bull More dramatic

CREATING THE SKIESPHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial perspective leakingthrough geometry

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Added Mie Scattering multiplier

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Replaced with Forward Scattering lightshafts

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCONTROLLING THE CLOCK

bull Constrain the Time Of Day for Critical Path missions

bull Want to follow a color script

bull Sun shadows

bull Connected to the player movement to hide jittery shadows

GLOBAL ILLUMINATION

GLOBAL ILLUMINATION

Work In Progress Visuals

GLOBAL ILLUMINATION

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Real-time indirect lighting solution by Geomerics

bull Used in Frostbite since Battlefield 3

bull However only static lightmapsbull Only used dynamically in Need for Speed

Rivals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Rather fast precomputebull 7 hours for the whole city

bull Interactive relightingbull Gives a lot of creative

freedom

Work In Progress Visuals

>

GLOBAL ILLUMINATIONENLIGHTEN

bull City divided in hierarchized zones for streaming

bull 17 Ground level zones

bull 83 Buildings zones

bull 391 Props zones

GLOBAL ILLUMINATIONENLIGHTEN

bull Each streaming zone has it ownEnlighten database

bull 1 Lightmap (Atlas up to 20482048)bull For large static objects

bull Lightprobes (L2 spherical harmonics)bull For dynamic and small objects

bull GI data for relighting

bull Between 5 and 15 MB

bull Around 30 databases loadedsimultaneously

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Runtime update on CPU

bull Budget of 3 ms per frame

bull Small visual pop whenTime Of Day progresses

Work In Progress Visuals

>

GLOBAL ILLUMINATIONBLENDING UPDATES

bull Always render Enlighten 4 minutes ahead of TimeOfDay time (8 seconds in real life)

bull 3 lightmaps for each databasebull Current onebull Next one ready to blendbull Next one getting solved

bull Possibility to switch back to instant update

GLOBAL ILLUMINATIONBLENDING UPDATES

Work In Progress Visuals

>

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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Page 37: Lighting the City of Glass

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter OFF

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter ON

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Add Rayleigh ScatteringMultiplier

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Not deep enough

CREATING THE SKIESPHYSICALLY BASED SKY

bull Rayleigh scattering 2

bull More dramatic

CREATING THE SKIESPHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial perspective leakingthrough geometry

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Added Mie Scattering multiplier

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Replaced with Forward Scattering lightshafts

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCONTROLLING THE CLOCK

bull Constrain the Time Of Day for Critical Path missions

bull Want to follow a color script

bull Sun shadows

bull Connected to the player movement to hide jittery shadows

GLOBAL ILLUMINATION

GLOBAL ILLUMINATION

Work In Progress Visuals

GLOBAL ILLUMINATION

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Real-time indirect lighting solution by Geomerics

bull Used in Frostbite since Battlefield 3

bull However only static lightmapsbull Only used dynamically in Need for Speed

Rivals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Rather fast precomputebull 7 hours for the whole city

bull Interactive relightingbull Gives a lot of creative

freedom

Work In Progress Visuals

>

GLOBAL ILLUMINATIONENLIGHTEN

bull City divided in hierarchized zones for streaming

bull 17 Ground level zones

bull 83 Buildings zones

bull 391 Props zones

GLOBAL ILLUMINATIONENLIGHTEN

bull Each streaming zone has it ownEnlighten database

bull 1 Lightmap (Atlas up to 20482048)bull For large static objects

bull Lightprobes (L2 spherical harmonics)bull For dynamic and small objects

bull GI data for relighting

bull Between 5 and 15 MB

bull Around 30 databases loadedsimultaneously

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Runtime update on CPU

bull Budget of 3 ms per frame

bull Small visual pop whenTime Of Day progresses

Work In Progress Visuals

>

GLOBAL ILLUMINATIONBLENDING UPDATES

bull Always render Enlighten 4 minutes ahead of TimeOfDay time (8 seconds in real life)

bull 3 lightmaps for each databasebull Current onebull Next one ready to blendbull Next one getting solved

bull Possibility to switch back to instant update

GLOBAL ILLUMINATIONBLENDING UPDATES

Work In Progress Visuals

>

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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Page 38: Lighting the City of Glass

CREATING THE SKIESPHYSICALLY BASED SKY

bull Circular Polarizing Filter ON

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Add Rayleigh ScatteringMultiplier

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Not deep enough

CREATING THE SKIESPHYSICALLY BASED SKY

bull Rayleigh scattering 2

bull More dramatic

CREATING THE SKIESPHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial perspective leakingthrough geometry

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Added Mie Scattering multiplier

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Replaced with Forward Scattering lightshafts

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCONTROLLING THE CLOCK

bull Constrain the Time Of Day for Critical Path missions

bull Want to follow a color script

bull Sun shadows

bull Connected to the player movement to hide jittery shadows

GLOBAL ILLUMINATION

GLOBAL ILLUMINATION

Work In Progress Visuals

GLOBAL ILLUMINATION

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Real-time indirect lighting solution by Geomerics

bull Used in Frostbite since Battlefield 3

bull However only static lightmapsbull Only used dynamically in Need for Speed

Rivals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Rather fast precomputebull 7 hours for the whole city

bull Interactive relightingbull Gives a lot of creative

freedom

Work In Progress Visuals

>

GLOBAL ILLUMINATIONENLIGHTEN

bull City divided in hierarchized zones for streaming

bull 17 Ground level zones

bull 83 Buildings zones

bull 391 Props zones

GLOBAL ILLUMINATIONENLIGHTEN

bull Each streaming zone has it ownEnlighten database

bull 1 Lightmap (Atlas up to 20482048)bull For large static objects

bull Lightprobes (L2 spherical harmonics)bull For dynamic and small objects

bull GI data for relighting

bull Between 5 and 15 MB

bull Around 30 databases loadedsimultaneously

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Runtime update on CPU

bull Budget of 3 ms per frame

bull Small visual pop whenTime Of Day progresses

Work In Progress Visuals

>

GLOBAL ILLUMINATIONBLENDING UPDATES

bull Always render Enlighten 4 minutes ahead of TimeOfDay time (8 seconds in real life)

bull 3 lightmaps for each databasebull Current onebull Next one ready to blendbull Next one getting solved

bull Possibility to switch back to instant update

GLOBAL ILLUMINATIONBLENDING UPDATES

Work In Progress Visuals

>

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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Page 39: Lighting the City of Glass

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Add Rayleigh ScatteringMultiplier

Work In Progress Visuals

>

CREATING THE SKIESPHYSICALLY BASED SKY

bull Not deep enough

CREATING THE SKIESPHYSICALLY BASED SKY

bull Rayleigh scattering 2

bull More dramatic

CREATING THE SKIESPHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial perspective leakingthrough geometry

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Added Mie Scattering multiplier

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Replaced with Forward Scattering lightshafts

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCONTROLLING THE CLOCK

bull Constrain the Time Of Day for Critical Path missions

bull Want to follow a color script

bull Sun shadows

bull Connected to the player movement to hide jittery shadows

GLOBAL ILLUMINATION

GLOBAL ILLUMINATION

Work In Progress Visuals

GLOBAL ILLUMINATION

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Real-time indirect lighting solution by Geomerics

bull Used in Frostbite since Battlefield 3

bull However only static lightmapsbull Only used dynamically in Need for Speed

Rivals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Rather fast precomputebull 7 hours for the whole city

bull Interactive relightingbull Gives a lot of creative

freedom

Work In Progress Visuals

>

GLOBAL ILLUMINATIONENLIGHTEN

bull City divided in hierarchized zones for streaming

bull 17 Ground level zones

bull 83 Buildings zones

bull 391 Props zones

GLOBAL ILLUMINATIONENLIGHTEN

bull Each streaming zone has it ownEnlighten database

bull 1 Lightmap (Atlas up to 20482048)bull For large static objects

bull Lightprobes (L2 spherical harmonics)bull For dynamic and small objects

bull GI data for relighting

bull Between 5 and 15 MB

bull Around 30 databases loadedsimultaneously

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Runtime update on CPU

bull Budget of 3 ms per frame

bull Small visual pop whenTime Of Day progresses

Work In Progress Visuals

>

GLOBAL ILLUMINATIONBLENDING UPDATES

bull Always render Enlighten 4 minutes ahead of TimeOfDay time (8 seconds in real life)

bull 3 lightmaps for each databasebull Current onebull Next one ready to blendbull Next one getting solved

bull Possibility to switch back to instant update

GLOBAL ILLUMINATIONBLENDING UPDATES

Work In Progress Visuals

>

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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Page 40: Lighting the City of Glass

CREATING THE SKIESPHYSICALLY BASED SKY

bull Not deep enough

CREATING THE SKIESPHYSICALLY BASED SKY

bull Rayleigh scattering 2

bull More dramatic

CREATING THE SKIESPHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial perspective leakingthrough geometry

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Added Mie Scattering multiplier

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Replaced with Forward Scattering lightshafts

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCONTROLLING THE CLOCK

bull Constrain the Time Of Day for Critical Path missions

bull Want to follow a color script

bull Sun shadows

bull Connected to the player movement to hide jittery shadows

GLOBAL ILLUMINATION

GLOBAL ILLUMINATION

Work In Progress Visuals

GLOBAL ILLUMINATION

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Real-time indirect lighting solution by Geomerics

bull Used in Frostbite since Battlefield 3

bull However only static lightmapsbull Only used dynamically in Need for Speed

Rivals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Rather fast precomputebull 7 hours for the whole city

bull Interactive relightingbull Gives a lot of creative

freedom

Work In Progress Visuals

>

GLOBAL ILLUMINATIONENLIGHTEN

bull City divided in hierarchized zones for streaming

bull 17 Ground level zones

bull 83 Buildings zones

bull 391 Props zones

GLOBAL ILLUMINATIONENLIGHTEN

bull Each streaming zone has it ownEnlighten database

bull 1 Lightmap (Atlas up to 20482048)bull For large static objects

bull Lightprobes (L2 spherical harmonics)bull For dynamic and small objects

bull GI data for relighting

bull Between 5 and 15 MB

bull Around 30 databases loadedsimultaneously

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Runtime update on CPU

bull Budget of 3 ms per frame

bull Small visual pop whenTime Of Day progresses

Work In Progress Visuals

>

GLOBAL ILLUMINATIONBLENDING UPDATES

bull Always render Enlighten 4 minutes ahead of TimeOfDay time (8 seconds in real life)

bull 3 lightmaps for each databasebull Current onebull Next one ready to blendbull Next one getting solved

bull Possibility to switch back to instant update

GLOBAL ILLUMINATIONBLENDING UPDATES

Work In Progress Visuals

>

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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Page 41: Lighting the City of Glass

CREATING THE SKIESPHYSICALLY BASED SKY

bull Rayleigh scattering 2

bull More dramatic

CREATING THE SKIESPHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial perspective leakingthrough geometry

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Added Mie Scattering multiplier

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Replaced with Forward Scattering lightshafts

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCONTROLLING THE CLOCK

bull Constrain the Time Of Day for Critical Path missions

bull Want to follow a color script

bull Sun shadows

bull Connected to the player movement to hide jittery shadows

GLOBAL ILLUMINATION

GLOBAL ILLUMINATION

Work In Progress Visuals

GLOBAL ILLUMINATION

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Real-time indirect lighting solution by Geomerics

bull Used in Frostbite since Battlefield 3

bull However only static lightmapsbull Only used dynamically in Need for Speed

Rivals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Rather fast precomputebull 7 hours for the whole city

bull Interactive relightingbull Gives a lot of creative

freedom

Work In Progress Visuals

>

GLOBAL ILLUMINATIONENLIGHTEN

bull City divided in hierarchized zones for streaming

bull 17 Ground level zones

bull 83 Buildings zones

bull 391 Props zones

GLOBAL ILLUMINATIONENLIGHTEN

bull Each streaming zone has it ownEnlighten database

bull 1 Lightmap (Atlas up to 20482048)bull For large static objects

bull Lightprobes (L2 spherical harmonics)bull For dynamic and small objects

bull GI data for relighting

bull Between 5 and 15 MB

bull Around 30 databases loadedsimultaneously

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Runtime update on CPU

bull Budget of 3 ms per frame

bull Small visual pop whenTime Of Day progresses

Work In Progress Visuals

>

GLOBAL ILLUMINATIONBLENDING UPDATES

bull Always render Enlighten 4 minutes ahead of TimeOfDay time (8 seconds in real life)

bull 3 lightmaps for each databasebull Current onebull Next one ready to blendbull Next one getting solved

bull Possibility to switch back to instant update

GLOBAL ILLUMINATIONBLENDING UPDATES

Work In Progress Visuals

>

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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Page 42: Lighting the City of Glass

CREATING THE SKIESPHYSICALLY BASED SKY

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial perspective leakingthrough geometry

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Added Mie Scattering multiplier

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Replaced with Forward Scattering lightshafts

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCONTROLLING THE CLOCK

bull Constrain the Time Of Day for Critical Path missions

bull Want to follow a color script

bull Sun shadows

bull Connected to the player movement to hide jittery shadows

GLOBAL ILLUMINATION

GLOBAL ILLUMINATION

Work In Progress Visuals

GLOBAL ILLUMINATION

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Real-time indirect lighting solution by Geomerics

bull Used in Frostbite since Battlefield 3

bull However only static lightmapsbull Only used dynamically in Need for Speed

Rivals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Rather fast precomputebull 7 hours for the whole city

bull Interactive relightingbull Gives a lot of creative

freedom

Work In Progress Visuals

>

GLOBAL ILLUMINATIONENLIGHTEN

bull City divided in hierarchized zones for streaming

bull 17 Ground level zones

bull 83 Buildings zones

bull 391 Props zones

GLOBAL ILLUMINATIONENLIGHTEN

bull Each streaming zone has it ownEnlighten database

bull 1 Lightmap (Atlas up to 20482048)bull For large static objects

bull Lightprobes (L2 spherical harmonics)bull For dynamic and small objects

bull GI data for relighting

bull Between 5 and 15 MB

bull Around 30 databases loadedsimultaneously

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Runtime update on CPU

bull Budget of 3 ms per frame

bull Small visual pop whenTime Of Day progresses

Work In Progress Visuals

>

GLOBAL ILLUMINATIONBLENDING UPDATES

bull Always render Enlighten 4 minutes ahead of TimeOfDay time (8 seconds in real life)

bull 3 lightmaps for each databasebull Current onebull Next one ready to blendbull Next one getting solved

bull Possibility to switch back to instant update

GLOBAL ILLUMINATIONBLENDING UPDATES

Work In Progress Visuals

>

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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Page 43: Lighting the City of Glass

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Aerial perspective leakingthrough geometry

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Added Mie Scattering multiplier

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Replaced with Forward Scattering lightshafts

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCONTROLLING THE CLOCK

bull Constrain the Time Of Day for Critical Path missions

bull Want to follow a color script

bull Sun shadows

bull Connected to the player movement to hide jittery shadows

GLOBAL ILLUMINATION

GLOBAL ILLUMINATION

Work In Progress Visuals

GLOBAL ILLUMINATION

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Real-time indirect lighting solution by Geomerics

bull Used in Frostbite since Battlefield 3

bull However only static lightmapsbull Only used dynamically in Need for Speed

Rivals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Rather fast precomputebull 7 hours for the whole city

bull Interactive relightingbull Gives a lot of creative

freedom

Work In Progress Visuals

>

GLOBAL ILLUMINATIONENLIGHTEN

bull City divided in hierarchized zones for streaming

bull 17 Ground level zones

bull 83 Buildings zones

bull 391 Props zones

GLOBAL ILLUMINATIONENLIGHTEN

bull Each streaming zone has it ownEnlighten database

bull 1 Lightmap (Atlas up to 20482048)bull For large static objects

bull Lightprobes (L2 spherical harmonics)bull For dynamic and small objects

bull GI data for relighting

bull Between 5 and 15 MB

bull Around 30 databases loadedsimultaneously

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Runtime update on CPU

bull Budget of 3 ms per frame

bull Small visual pop whenTime Of Day progresses

Work In Progress Visuals

>

GLOBAL ILLUMINATIONBLENDING UPDATES

bull Always render Enlighten 4 minutes ahead of TimeOfDay time (8 seconds in real life)

bull 3 lightmaps for each databasebull Current onebull Next one ready to blendbull Next one getting solved

bull Possibility to switch back to instant update

GLOBAL ILLUMINATIONBLENDING UPDATES

Work In Progress Visuals

>

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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Page 44: Lighting the City of Glass

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Added Mie Scattering multiplier

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Replaced with Forward Scattering lightshafts

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCONTROLLING THE CLOCK

bull Constrain the Time Of Day for Critical Path missions

bull Want to follow a color script

bull Sun shadows

bull Connected to the player movement to hide jittery shadows

GLOBAL ILLUMINATION

GLOBAL ILLUMINATION

Work In Progress Visuals

GLOBAL ILLUMINATION

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Real-time indirect lighting solution by Geomerics

bull Used in Frostbite since Battlefield 3

bull However only static lightmapsbull Only used dynamically in Need for Speed

Rivals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Rather fast precomputebull 7 hours for the whole city

bull Interactive relightingbull Gives a lot of creative

freedom

Work In Progress Visuals

>

GLOBAL ILLUMINATIONENLIGHTEN

bull City divided in hierarchized zones for streaming

bull 17 Ground level zones

bull 83 Buildings zones

bull 391 Props zones

GLOBAL ILLUMINATIONENLIGHTEN

bull Each streaming zone has it ownEnlighten database

bull 1 Lightmap (Atlas up to 20482048)bull For large static objects

bull Lightprobes (L2 spherical harmonics)bull For dynamic and small objects

bull GI data for relighting

bull Between 5 and 15 MB

bull Around 30 databases loadedsimultaneously

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Runtime update on CPU

bull Budget of 3 ms per frame

bull Small visual pop whenTime Of Day progresses

Work In Progress Visuals

>

GLOBAL ILLUMINATIONBLENDING UPDATES

bull Always render Enlighten 4 minutes ahead of TimeOfDay time (8 seconds in real life)

bull 3 lightmaps for each databasebull Current onebull Next one ready to blendbull Next one getting solved

bull Possibility to switch back to instant update

GLOBAL ILLUMINATIONBLENDING UPDATES

Work In Progress Visuals

>

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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Page 45: Lighting the City of Glass

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESPHYSICALLY BASED SKY

bull Solution

bull Replaced with Forward Scattering lightshafts

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCONTROLLING THE CLOCK

bull Constrain the Time Of Day for Critical Path missions

bull Want to follow a color script

bull Sun shadows

bull Connected to the player movement to hide jittery shadows

GLOBAL ILLUMINATION

GLOBAL ILLUMINATION

Work In Progress Visuals

GLOBAL ILLUMINATION

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Real-time indirect lighting solution by Geomerics

bull Used in Frostbite since Battlefield 3

bull However only static lightmapsbull Only used dynamically in Need for Speed

Rivals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Rather fast precomputebull 7 hours for the whole city

bull Interactive relightingbull Gives a lot of creative

freedom

Work In Progress Visuals

>

GLOBAL ILLUMINATIONENLIGHTEN

bull City divided in hierarchized zones for streaming

bull 17 Ground level zones

bull 83 Buildings zones

bull 391 Props zones

GLOBAL ILLUMINATIONENLIGHTEN

bull Each streaming zone has it ownEnlighten database

bull 1 Lightmap (Atlas up to 20482048)bull For large static objects

bull Lightprobes (L2 spherical harmonics)bull For dynamic and small objects

bull GI data for relighting

bull Between 5 and 15 MB

bull Around 30 databases loadedsimultaneously

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Runtime update on CPU

bull Budget of 3 ms per frame

bull Small visual pop whenTime Of Day progresses

Work In Progress Visuals

>

GLOBAL ILLUMINATIONBLENDING UPDATES

bull Always render Enlighten 4 minutes ahead of TimeOfDay time (8 seconds in real life)

bull 3 lightmaps for each databasebull Current onebull Next one ready to blendbull Next one getting solved

bull Possibility to switch back to instant update

GLOBAL ILLUMINATIONBLENDING UPDATES

Work In Progress Visuals

>

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
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Page 46: Lighting the City of Glass

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCONTROLLING THE CLOCK

bull Constrain the Time Of Day for Critical Path missions

bull Want to follow a color script

bull Sun shadows

bull Connected to the player movement to hide jittery shadows

GLOBAL ILLUMINATION

GLOBAL ILLUMINATION

Work In Progress Visuals

GLOBAL ILLUMINATION

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Real-time indirect lighting solution by Geomerics

bull Used in Frostbite since Battlefield 3

bull However only static lightmapsbull Only used dynamically in Need for Speed

Rivals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Rather fast precomputebull 7 hours for the whole city

bull Interactive relightingbull Gives a lot of creative

freedom

Work In Progress Visuals

>

GLOBAL ILLUMINATIONENLIGHTEN

bull City divided in hierarchized zones for streaming

bull 17 Ground level zones

bull 83 Buildings zones

bull 391 Props zones

GLOBAL ILLUMINATIONENLIGHTEN

bull Each streaming zone has it ownEnlighten database

bull 1 Lightmap (Atlas up to 20482048)bull For large static objects

bull Lightprobes (L2 spherical harmonics)bull For dynamic and small objects

bull GI data for relighting

bull Between 5 and 15 MB

bull Around 30 databases loadedsimultaneously

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Runtime update on CPU

bull Budget of 3 ms per frame

bull Small visual pop whenTime Of Day progresses

Work In Progress Visuals

>

GLOBAL ILLUMINATIONBLENDING UPDATES

bull Always render Enlighten 4 minutes ahead of TimeOfDay time (8 seconds in real life)

bull 3 lightmaps for each databasebull Current onebull Next one ready to blendbull Next one getting solved

bull Possibility to switch back to instant update

GLOBAL ILLUMINATIONBLENDING UPDATES

Work In Progress Visuals

>

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
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Page 47: Lighting the City of Glass

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

bull Celestials rotationbull Sun moon and stars

bull Time of Day Clockbull 48 min cyclebull Sunrise at 0600 AMbull Sunset at 0600 PMbull Curve to control the speed

bull Sun Flare

bull Animated valuesbull Camera exposurebull Bloombull Sun disk sizebull

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCONTROLLING THE CLOCK

bull Constrain the Time Of Day for Critical Path missions

bull Want to follow a color script

bull Sun shadows

bull Connected to the player movement to hide jittery shadows

GLOBAL ILLUMINATION

GLOBAL ILLUMINATION

Work In Progress Visuals

GLOBAL ILLUMINATION

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Real-time indirect lighting solution by Geomerics

bull Used in Frostbite since Battlefield 3

bull However only static lightmapsbull Only used dynamically in Need for Speed

Rivals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Rather fast precomputebull 7 hours for the whole city

bull Interactive relightingbull Gives a lot of creative

freedom

Work In Progress Visuals

>

GLOBAL ILLUMINATIONENLIGHTEN

bull City divided in hierarchized zones for streaming

bull 17 Ground level zones

bull 83 Buildings zones

bull 391 Props zones

GLOBAL ILLUMINATIONENLIGHTEN

bull Each streaming zone has it ownEnlighten database

bull 1 Lightmap (Atlas up to 20482048)bull For large static objects

bull Lightprobes (L2 spherical harmonics)bull For dynamic and small objects

bull GI data for relighting

bull Between 5 and 15 MB

bull Around 30 databases loadedsimultaneously

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Runtime update on CPU

bull Budget of 3 ms per frame

bull Small visual pop whenTime Of Day progresses

Work In Progress Visuals

>

GLOBAL ILLUMINATIONBLENDING UPDATES

bull Always render Enlighten 4 minutes ahead of TimeOfDay time (8 seconds in real life)

bull 3 lightmaps for each databasebull Current onebull Next one ready to blendbull Next one getting solved

bull Possibility to switch back to instant update

GLOBAL ILLUMINATIONBLENDING UPDATES

Work In Progress Visuals

>

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
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  • Slide 3
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Page 48: Lighting the City of Glass

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCREATING A DAY CYCLE

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCONTROLLING THE CLOCK

bull Constrain the Time Of Day for Critical Path missions

bull Want to follow a color script

bull Sun shadows

bull Connected to the player movement to hide jittery shadows

GLOBAL ILLUMINATION

GLOBAL ILLUMINATION

Work In Progress Visuals

GLOBAL ILLUMINATION

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Real-time indirect lighting solution by Geomerics

bull Used in Frostbite since Battlefield 3

bull However only static lightmapsbull Only used dynamically in Need for Speed

Rivals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Rather fast precomputebull 7 hours for the whole city

bull Interactive relightingbull Gives a lot of creative

freedom

Work In Progress Visuals

>

GLOBAL ILLUMINATIONENLIGHTEN

bull City divided in hierarchized zones for streaming

bull 17 Ground level zones

bull 83 Buildings zones

bull 391 Props zones

GLOBAL ILLUMINATIONENLIGHTEN

bull Each streaming zone has it ownEnlighten database

bull 1 Lightmap (Atlas up to 20482048)bull For large static objects

bull Lightprobes (L2 spherical harmonics)bull For dynamic and small objects

bull GI data for relighting

bull Between 5 and 15 MB

bull Around 30 databases loadedsimultaneously

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Runtime update on CPU

bull Budget of 3 ms per frame

bull Small visual pop whenTime Of Day progresses

Work In Progress Visuals

>

GLOBAL ILLUMINATIONBLENDING UPDATES

bull Always render Enlighten 4 minutes ahead of TimeOfDay time (8 seconds in real life)

bull 3 lightmaps for each databasebull Current onebull Next one ready to blendbull Next one getting solved

bull Possibility to switch back to instant update

GLOBAL ILLUMINATIONBLENDING UPDATES

Work In Progress Visuals

>

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
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  • Slide 3
  • Slide 4
  • Slide 5
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Page 49: Lighting the City of Glass

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CREATING THE SKIESCONTROLLING THE CLOCK

bull Constrain the Time Of Day for Critical Path missions

bull Want to follow a color script

bull Sun shadows

bull Connected to the player movement to hide jittery shadows

GLOBAL ILLUMINATION

GLOBAL ILLUMINATION

Work In Progress Visuals

GLOBAL ILLUMINATION

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Real-time indirect lighting solution by Geomerics

bull Used in Frostbite since Battlefield 3

bull However only static lightmapsbull Only used dynamically in Need for Speed

Rivals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Rather fast precomputebull 7 hours for the whole city

bull Interactive relightingbull Gives a lot of creative

freedom

Work In Progress Visuals

>

GLOBAL ILLUMINATIONENLIGHTEN

bull City divided in hierarchized zones for streaming

bull 17 Ground level zones

bull 83 Buildings zones

bull 391 Props zones

GLOBAL ILLUMINATIONENLIGHTEN

bull Each streaming zone has it ownEnlighten database

bull 1 Lightmap (Atlas up to 20482048)bull For large static objects

bull Lightprobes (L2 spherical harmonics)bull For dynamic and small objects

bull GI data for relighting

bull Between 5 and 15 MB

bull Around 30 databases loadedsimultaneously

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Runtime update on CPU

bull Budget of 3 ms per frame

bull Small visual pop whenTime Of Day progresses

Work In Progress Visuals

>

GLOBAL ILLUMINATIONBLENDING UPDATES

bull Always render Enlighten 4 minutes ahead of TimeOfDay time (8 seconds in real life)

bull 3 lightmaps for each databasebull Current onebull Next one ready to blendbull Next one getting solved

bull Possibility to switch back to instant update

GLOBAL ILLUMINATIONBLENDING UPDATES

Work In Progress Visuals

>

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
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Page 50: Lighting the City of Glass

GLOBAL ILLUMINATION

GLOBAL ILLUMINATION

Work In Progress Visuals

GLOBAL ILLUMINATION

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Real-time indirect lighting solution by Geomerics

bull Used in Frostbite since Battlefield 3

bull However only static lightmapsbull Only used dynamically in Need for Speed

Rivals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Rather fast precomputebull 7 hours for the whole city

bull Interactive relightingbull Gives a lot of creative

freedom

Work In Progress Visuals

>

GLOBAL ILLUMINATIONENLIGHTEN

bull City divided in hierarchized zones for streaming

bull 17 Ground level zones

bull 83 Buildings zones

bull 391 Props zones

GLOBAL ILLUMINATIONENLIGHTEN

bull Each streaming zone has it ownEnlighten database

bull 1 Lightmap (Atlas up to 20482048)bull For large static objects

bull Lightprobes (L2 spherical harmonics)bull For dynamic and small objects

bull GI data for relighting

bull Between 5 and 15 MB

bull Around 30 databases loadedsimultaneously

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Runtime update on CPU

bull Budget of 3 ms per frame

bull Small visual pop whenTime Of Day progresses

Work In Progress Visuals

>

GLOBAL ILLUMINATIONBLENDING UPDATES

bull Always render Enlighten 4 minutes ahead of TimeOfDay time (8 seconds in real life)

bull 3 lightmaps for each databasebull Current onebull Next one ready to blendbull Next one getting solved

bull Possibility to switch back to instant update

GLOBAL ILLUMINATIONBLENDING UPDATES

Work In Progress Visuals

>

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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Page 51: Lighting the City of Glass

GLOBAL ILLUMINATION

Work In Progress Visuals

GLOBAL ILLUMINATION

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Real-time indirect lighting solution by Geomerics

bull Used in Frostbite since Battlefield 3

bull However only static lightmapsbull Only used dynamically in Need for Speed

Rivals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Rather fast precomputebull 7 hours for the whole city

bull Interactive relightingbull Gives a lot of creative

freedom

Work In Progress Visuals

>

GLOBAL ILLUMINATIONENLIGHTEN

bull City divided in hierarchized zones for streaming

bull 17 Ground level zones

bull 83 Buildings zones

bull 391 Props zones

GLOBAL ILLUMINATIONENLIGHTEN

bull Each streaming zone has it ownEnlighten database

bull 1 Lightmap (Atlas up to 20482048)bull For large static objects

bull Lightprobes (L2 spherical harmonics)bull For dynamic and small objects

bull GI data for relighting

bull Between 5 and 15 MB

bull Around 30 databases loadedsimultaneously

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Runtime update on CPU

bull Budget of 3 ms per frame

bull Small visual pop whenTime Of Day progresses

Work In Progress Visuals

>

GLOBAL ILLUMINATIONBLENDING UPDATES

bull Always render Enlighten 4 minutes ahead of TimeOfDay time (8 seconds in real life)

bull 3 lightmaps for each databasebull Current onebull Next one ready to blendbull Next one getting solved

bull Possibility to switch back to instant update

GLOBAL ILLUMINATIONBLENDING UPDATES

Work In Progress Visuals

>

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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Page 52: Lighting the City of Glass

GLOBAL ILLUMINATION

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Real-time indirect lighting solution by Geomerics

bull Used in Frostbite since Battlefield 3

bull However only static lightmapsbull Only used dynamically in Need for Speed

Rivals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Rather fast precomputebull 7 hours for the whole city

bull Interactive relightingbull Gives a lot of creative

freedom

Work In Progress Visuals

>

GLOBAL ILLUMINATIONENLIGHTEN

bull City divided in hierarchized zones for streaming

bull 17 Ground level zones

bull 83 Buildings zones

bull 391 Props zones

GLOBAL ILLUMINATIONENLIGHTEN

bull Each streaming zone has it ownEnlighten database

bull 1 Lightmap (Atlas up to 20482048)bull For large static objects

bull Lightprobes (L2 spherical harmonics)bull For dynamic and small objects

bull GI data for relighting

bull Between 5 and 15 MB

bull Around 30 databases loadedsimultaneously

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Runtime update on CPU

bull Budget of 3 ms per frame

bull Small visual pop whenTime Of Day progresses

Work In Progress Visuals

>

GLOBAL ILLUMINATIONBLENDING UPDATES

bull Always render Enlighten 4 minutes ahead of TimeOfDay time (8 seconds in real life)

bull 3 lightmaps for each databasebull Current onebull Next one ready to blendbull Next one getting solved

bull Possibility to switch back to instant update

GLOBAL ILLUMINATIONBLENDING UPDATES

Work In Progress Visuals

>

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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Page 53: Lighting the City of Glass

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Real-time indirect lighting solution by Geomerics

bull Used in Frostbite since Battlefield 3

bull However only static lightmapsbull Only used dynamically in Need for Speed

Rivals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Rather fast precomputebull 7 hours for the whole city

bull Interactive relightingbull Gives a lot of creative

freedom

Work In Progress Visuals

>

GLOBAL ILLUMINATIONENLIGHTEN

bull City divided in hierarchized zones for streaming

bull 17 Ground level zones

bull 83 Buildings zones

bull 391 Props zones

GLOBAL ILLUMINATIONENLIGHTEN

bull Each streaming zone has it ownEnlighten database

bull 1 Lightmap (Atlas up to 20482048)bull For large static objects

bull Lightprobes (L2 spherical harmonics)bull For dynamic and small objects

bull GI data for relighting

bull Between 5 and 15 MB

bull Around 30 databases loadedsimultaneously

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Runtime update on CPU

bull Budget of 3 ms per frame

bull Small visual pop whenTime Of Day progresses

Work In Progress Visuals

>

GLOBAL ILLUMINATIONBLENDING UPDATES

bull Always render Enlighten 4 minutes ahead of TimeOfDay time (8 seconds in real life)

bull 3 lightmaps for each databasebull Current onebull Next one ready to blendbull Next one getting solved

bull Possibility to switch back to instant update

GLOBAL ILLUMINATIONBLENDING UPDATES

Work In Progress Visuals

>

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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Page 54: Lighting the City of Glass

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Rather fast precomputebull 7 hours for the whole city

bull Interactive relightingbull Gives a lot of creative

freedom

Work In Progress Visuals

>

GLOBAL ILLUMINATIONENLIGHTEN

bull City divided in hierarchized zones for streaming

bull 17 Ground level zones

bull 83 Buildings zones

bull 391 Props zones

GLOBAL ILLUMINATIONENLIGHTEN

bull Each streaming zone has it ownEnlighten database

bull 1 Lightmap (Atlas up to 20482048)bull For large static objects

bull Lightprobes (L2 spherical harmonics)bull For dynamic and small objects

bull GI data for relighting

bull Between 5 and 15 MB

bull Around 30 databases loadedsimultaneously

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Runtime update on CPU

bull Budget of 3 ms per frame

bull Small visual pop whenTime Of Day progresses

Work In Progress Visuals

>

GLOBAL ILLUMINATIONBLENDING UPDATES

bull Always render Enlighten 4 minutes ahead of TimeOfDay time (8 seconds in real life)

bull 3 lightmaps for each databasebull Current onebull Next one ready to blendbull Next one getting solved

bull Possibility to switch back to instant update

GLOBAL ILLUMINATIONBLENDING UPDATES

Work In Progress Visuals

>

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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Page 55: Lighting the City of Glass

GLOBAL ILLUMINATIONENLIGHTEN

bull City divided in hierarchized zones for streaming

bull 17 Ground level zones

bull 83 Buildings zones

bull 391 Props zones

GLOBAL ILLUMINATIONENLIGHTEN

bull Each streaming zone has it ownEnlighten database

bull 1 Lightmap (Atlas up to 20482048)bull For large static objects

bull Lightprobes (L2 spherical harmonics)bull For dynamic and small objects

bull GI data for relighting

bull Between 5 and 15 MB

bull Around 30 databases loadedsimultaneously

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Runtime update on CPU

bull Budget of 3 ms per frame

bull Small visual pop whenTime Of Day progresses

Work In Progress Visuals

>

GLOBAL ILLUMINATIONBLENDING UPDATES

bull Always render Enlighten 4 minutes ahead of TimeOfDay time (8 seconds in real life)

bull 3 lightmaps for each databasebull Current onebull Next one ready to blendbull Next one getting solved

bull Possibility to switch back to instant update

GLOBAL ILLUMINATIONBLENDING UPDATES

Work In Progress Visuals

>

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
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Page 56: Lighting the City of Glass

GLOBAL ILLUMINATIONENLIGHTEN

bull Each streaming zone has it ownEnlighten database

bull 1 Lightmap (Atlas up to 20482048)bull For large static objects

bull Lightprobes (L2 spherical harmonics)bull For dynamic and small objects

bull GI data for relighting

bull Between 5 and 15 MB

bull Around 30 databases loadedsimultaneously

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Runtime update on CPU

bull Budget of 3 ms per frame

bull Small visual pop whenTime Of Day progresses

Work In Progress Visuals

>

GLOBAL ILLUMINATIONBLENDING UPDATES

bull Always render Enlighten 4 minutes ahead of TimeOfDay time (8 seconds in real life)

bull 3 lightmaps for each databasebull Current onebull Next one ready to blendbull Next one getting solved

bull Possibility to switch back to instant update

GLOBAL ILLUMINATIONBLENDING UPDATES

Work In Progress Visuals

>

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
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Page 57: Lighting the City of Glass

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONENLIGHTEN

bull Runtime update on CPU

bull Budget of 3 ms per frame

bull Small visual pop whenTime Of Day progresses

Work In Progress Visuals

>

GLOBAL ILLUMINATIONBLENDING UPDATES

bull Always render Enlighten 4 minutes ahead of TimeOfDay time (8 seconds in real life)

bull 3 lightmaps for each databasebull Current onebull Next one ready to blendbull Next one getting solved

bull Possibility to switch back to instant update

GLOBAL ILLUMINATIONBLENDING UPDATES

Work In Progress Visuals

>

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
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  • Slide 3
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  • Slide 5
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Page 58: Lighting the City of Glass

GLOBAL ILLUMINATIONBLENDING UPDATES

bull Always render Enlighten 4 minutes ahead of TimeOfDay time (8 seconds in real life)

bull 3 lightmaps for each databasebull Current onebull Next one ready to blendbull Next one getting solved

bull Possibility to switch back to instant update

GLOBAL ILLUMINATIONBLENDING UPDATES

Work In Progress Visuals

>

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
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  • Slide 21
  • Slide 22
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Page 59: Lighting the City of Glass

GLOBAL ILLUMINATIONBLENDING UPDATES

Work In Progress Visuals

>

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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Page 60: Lighting the City of Glass

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Enlighten uses sky convolution to a 3232 cubemap

bull Overall intensity slider

bull Multiply Add colors

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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Page 61: Lighting the City of Glass

GLOBAL ILLUMINATIONARTISTIC CONTROLS

bull Default sky from Physical Sky

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
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Page 62: Lighting the City of Glass

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
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Page 63: Lighting the City of Glass

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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Page 64: Lighting the City of Glass

GLOBAL ILLUMINATIONMORE ARTISTIC CONTROLS

bull Sun bouncesbull Intensity set to 75

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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  • Slide 2
  • Slide 3
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Page 65: Lighting the City of Glass

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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Page 66: Lighting the City of Glass

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
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  • Slide 167
Page 67: Lighting the City of Glass

GLOBAL ILLUMINATIONARTISTIC CONTROLS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
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Page 68: Lighting the City of Glass

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GLOBAL ILLUMINATIONLIMITATIONS

bull Indirect lighting solution onlybull Not really made for baking direct lighting

bull Low frequency radiositybull Low resolution lightmapsbull Missing accurate ambient occlusion from

objects

bull Inaccurate lightprobe lightingbull Per-object lighting not per-pixel

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
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  • Slide 3
  • Slide 4
  • Slide 5
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  • Slide 8
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Page 69: Lighting the City of Glass

REFLECTIONS

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
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  • Slide 54
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  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
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  • Slide 123
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  • Slide 125
  • Slide 126
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  • Slide 134
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  • Slide 150
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Page 70: Lighting the City of Glass

REFLECTIONSDISTANT REFLECTION VOLUME

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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Page 71: Lighting the City of Glass

REFLECTIONSDISTANT REFLECTION VOLUME

DRV

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
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Page 72: Lighting the City of Glass

REFLECTIONSDISTANT REFLECTION VOLUME

bull Old-style cubemap

bull Moving with the player

bull 2562566

bull Updated with the Time of Day

bull Cheap

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
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  • Slide 15
  • Slide 16
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  • Slide 18
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  • Slide 21
  • Slide 22
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  • Slide 24
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  • Slide 26
  • Slide 27
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  • Slide 29
  • Slide 30
  • Slide 31
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  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
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  • Slide 51
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Page 73: Lighting the City of Glass

REFLECTIONSDISTANT REFLECTION VOLUME

bull But not accurate

bull Reflections of the cityscapewhere there shouldnrsquot be any

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
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  • Slide 60
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  • Slide 83
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  • Slide 85
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  • Slide 89
  • Slide 90
  • Slide 91
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  • Slide 93
  • Slide 94
  • Slide 95
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  • Slide 97
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Page 74: Lighting the City of Glass

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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Page 75: Lighting the City of Glass

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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Page 76: Lighting the City of Glass

REFLECTIONSDISTANT REFLECTION VOLUME

bull Sky Visibility maskfrom Enlighten

bull Occludes reflections insmall streets and interiors

bull Works for the day

bull Lowered contrasts at night

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
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  • Slide 16
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  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
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  • Slide 30
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  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
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  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
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  • Slide 57
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Page 77: Lighting the City of Glass

REFLECTIONSLOCAL REFLECTION VOLUME

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
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  • Slide 60
  • Slide 61
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  • Slide 63
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Page 78: Lighting the City of Glass

REFLECTIONSLOCAL REFLECTION VOLUME

LRV

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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  • Slide 139
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  • Slide 167
Page 79: Lighting the City of Glass

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can be moved

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
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  • Slide 3
  • Slide 4
  • Slide 5
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Page 80: Lighting the City of Glass

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
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  • Slide 3
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  • Slide 5
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Page 81: Lighting the City of Glass

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
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  • Slide 21
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  • Slide 24
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  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
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  • Slide 60
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  • Slide 62
  • Slide 63
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  • Slide 76
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  • Slide 79
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  • Slide 81
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  • Slide 83
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  • Slide 85
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  • Slide 87
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  • Slide 89
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  • Slide 91
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  • Slide 93
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  • Slide 97
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  • Slide 99
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  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
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  • Slide 127
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  • Slide 167
Page 82: Lighting the City of Glass

REFLECTIONSLOCAL REFLECTION VOLUME

bull Parallax-corrected cubemapbull Box or Spherebull 2562566

bull Capture point can bemoved

bull Tricky to place thembull Normal fadebull Faces fade bull Expanded influences

bull Cost of 1 light on thesurface

Work In Progress Visuals

>

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
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Page 83: Lighting the City of Glass

REFLECTIONSLOCAL REFLECTION VOLUME

bull Updated with the Time of Day

bull Pool of 32 LRVs active

bull Priority system based on distance and camera frustum

bull Update 1 face per frame

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
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  • Slide 15
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  • Slide 21
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  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
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  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
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  • Slide 40
  • Slide 41
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  • Slide 44
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  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
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Page 84: Lighting the City of Glass

REFLECTIONSSCREEN SPACE REFLECTIONS

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
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  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
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  • Slide 57
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  • Slide 119
  • Slide 120
  • Slide 121
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  • Slide 123
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  • Slide 167
Page 85: Lighting the City of Glass

REFLECTIONSSCREEN SPACE REFLECTIONS

SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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Page 86: Lighting the City of Glass

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

No SSR

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
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  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
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  • Slide 68
  • Slide 69
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  • Slide 71
  • Slide 72
  • Slide 73
  • Slide 74
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  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
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  • Slide 83
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  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
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  • Slide 93
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  • Slide 97
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  • Slide 118
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Page 87: Lighting the City of Glass

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Raytrace reflections of whatis visible on screenusing the depth buffer

bull Adaptive Sampling based onsurface roughness

bull Rough 3 samplesbull Smooth 1 sample

bull Clamped to avoid firefliesWork In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

SSR

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
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  • Slide 18
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  • Slide 26
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  • Slide 30
  • Slide 31
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  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
  • Slide 74
  • Slide 75
  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
  • Slide 82
  • Slide 83
  • Slide 84
  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
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  • Slide 93
  • Slide 94
  • Slide 95
  • Slide 96
  • Slide 97
  • Slide 98
  • Slide 99
  • Slide 100
  • Slide 101
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  • Slide 103
  • Slide 104
  • Slide 105
  • Slide 106
  • Slide 107
  • Slide 108
  • Slide 109
  • Slide 110
  • Slide 111
  • Slide 112
  • Slide 113
  • Slide 114
  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
  • Slide 122
  • Slide 123
  • Slide 124
  • Slide 125
  • Slide 126
  • Slide 127
  • Slide 128
  • Slide 129
  • Slide 130
  • Slide 131
  • Slide 132
  • Slide 133
  • Slide 134
  • Slide 135
  • Slide 136
  • Slide 137
  • Slide 138
  • Slide 139
  • Slide 140
  • Slide 141
  • Slide 142
  • Slide 143
  • Slide 144
  • Slide 145
  • Slide 146
  • Slide 147
  • Slide 148
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  • Slide 150
  • Slide 151
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  • Slide 165
  • Slide 166
  • Slide 167
Page 88: Lighting the City of Glass

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS

bull Optimization by roughnessthreshold

bull Optimization by world normalsbull No reflections on ceilings

bull Asynchronous SSR renderwith shadowsbull Budget of 42 ms for both

bull Refined byTemporal Anti Aliasing Work In Progress

Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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Page 89: Lighting the City of Glass

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
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  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
  • Slide 74
  • Slide 75
  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
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  • Slide 81
  • Slide 82
  • Slide 83
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  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
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  • Slide 93
  • Slide 94
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  • Slide 96
  • Slide 97
  • Slide 98
  • Slide 99
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  • Slide 101
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  • Slide 103
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  • Slide 105
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  • Slide 107
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  • Slide 109
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  • Slide 113
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  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
  • Slide 122
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  • Slide 126
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  • Slide 167
Page 90: Lighting the City of Glass

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSSCREEN SPACE REFLECTIONS LIMITATIONS

bull Only reflects what is on screenbull Fallback to LRVs

bull Opaque lines cut the SSR raysbull Fix issues by turning off

depth writing when possible

bull Doesnrsquot apply on Transparentobjects

Work In Progress Visuals

>

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
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  • Slide 72
  • Slide 73
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  • Slide 75
  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
  • Slide 82
  • Slide 83
  • Slide 84
  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
  • Slide 92
  • Slide 93
  • Slide 94
  • Slide 95
  • Slide 96
  • Slide 97
  • Slide 98
  • Slide 99
  • Slide 100
  • Slide 101
  • Slide 102
  • Slide 103
  • Slide 104
  • Slide 105
  • Slide 106
  • Slide 107
  • Slide 108
  • Slide 109
  • Slide 110
  • Slide 111
  • Slide 112
  • Slide 113
  • Slide 114
  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
  • Slide 122
  • Slide 123
  • Slide 124
  • Slide 125
  • Slide 126
  • Slide 127
  • Slide 128
  • Slide 129
  • Slide 130
  • Slide 131
  • Slide 132
  • Slide 133
  • Slide 134
  • Slide 135
  • Slide 136
  • Slide 137
  • Slide 138
  • Slide 139
  • Slide 140
  • Slide 141
  • Slide 142
  • Slide 143
  • Slide 144
  • Slide 145
  • Slide 146
  • Slide 147
  • Slide 148
  • Slide 149
  • Slide 150
  • Slide 151
  • Slide 152
  • Slide 153
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  • Slide 155
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  • Slide 157
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  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 91: Lighting the City of Glass

REFLECTIONSLOCAL PLANAR REFLECTIONS

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
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  • Slide 41
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  • Slide 46
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  • Slide 49
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  • Slide 54
  • Slide 55
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Page 92: Lighting the City of Glass

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

REFLECTIONSLOCAL PLANAR REFLECTIONS

bull Mirror reflections for characters

bull Forward Renderingbull Light probe lightingbull Directionnal Light without shadows

bull Override lighting intensity and direction

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
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Page 93: Lighting the City of Glass

GETTING THE RIGHT WHITE

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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Page 94: Lighting the City of Glass

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 144

bull White is underexposed

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
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  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
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  • Slide 71
  • Slide 72
  • Slide 73
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  • Slide 76
  • Slide 77
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  • Slide 79
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  • Slide 81
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  • Slide 85
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  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
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  • Slide 167
Page 95: Lighting the City of Glass

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull White properly exposedbull Added threshold to avoid

overexposing non-whitematerials

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
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  • Slide 73
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  • Slide 76
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  • Slide 85
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  • Slide 87
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  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
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  • Slide 123
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  • Slide 127
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  • Slide 131
  • Slide 132
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  • Slide 135
  • Slide 136
  • Slide 137
  • Slide 138
  • Slide 139
  • Slide 140
  • Slide 141
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  • Slide 143
  • Slide 144
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  • Slide 146
  • Slide 147
  • Slide 148
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  • Slide 150
  • Slide 151
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Page 96: Lighting the City of Glass

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 0000

bull EV -035bull Overexposed by 15 EV

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
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  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
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  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
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  • Slide 40
  • Slide 41
  • Slide 42
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  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
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Page 97: Lighting the City of Glass

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1800

bull EV 57bull Overexposed by 18 EV

bull Local lights contribution isvery low around sunset

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
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Page 98: Lighting the City of Glass

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1800

bull EV 045bull Overexposed by 18 EV

bull Better ratio between locallights and sky

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

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  • Slide 167
Page 99: Lighting the City of Glass

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1000 lux

bull 1100

bull EV 6bull Overexposed by 18 EV

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
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  • Slide 21
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  • Slide 26
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  • Slide 29
  • Slide 30
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  • Slide 33
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  • Slide 37
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  • Slide 41
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  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
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  • Slide 49
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  • Slide 51
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  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
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Page 100: Lighting the City of Glass

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull 1100

bull EV 126bull Overexposed by 18 EV

bull No visual differencebetween 100 000 lux and1 000 lux during the day

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
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  • Slide 71
  • Slide 72
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  • Slide 76
  • Slide 77
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  • Slide 79
  • Slide 80
  • Slide 81
  • Slide 82
  • Slide 83
  • Slide 84
  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
  • Slide 92
  • Slide 93
  • Slide 94
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  • Slide 96
  • Slide 97
  • Slide 98
  • Slide 99
  • Slide 100
  • Slide 101
  • Slide 102
  • Slide 103
  • Slide 104
  • Slide 105
  • Slide 106
  • Slide 107
  • Slide 108
  • Slide 109
  • Slide 110
  • Slide 111
  • Slide 112
  • Slide 113
  • Slide 114
  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
  • Slide 122
  • Slide 123
  • Slide 124
  • Slide 125
  • Slide 126
  • Slide 127
  • Slide 128
  • Slide 129
  • Slide 130
  • Slide 131
  • Slide 132
  • Slide 133
  • Slide 134
  • Slide 135
  • Slide 136
  • Slide 137
  • Slide 138
  • Slide 139
  • Slide 140
  • Slide 141
  • Slide 142
  • Slide 143
  • Slide 144
  • Slide 145
  • Slide 146
  • Slide 147
  • Slide 148
  • Slide 149
  • Slide 150
  • Slide 151
  • Slide 152
  • Slide 153
  • Slide 154
  • Slide 155
  • Slide 156
  • Slide 157
  • Slide 158
  • Slide 159
  • Slide 160
  • Slide 161
  • Slide 162
  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 101: Lighting the City of Glass

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 100 000 lux

bull Overblown exteriors

bull Enlighten light leaks

Work In Progress Visuals

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
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  • Slide 60
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  • Slide 65
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  • Slide 77
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Page 102: Lighting the City of Glass

GETTING THE RIGHT WHITECAMERA EXPOSURE

bull Sun 1 000 lux

bull Prefer Eye dynamic rangeto camera dynamic range

So we divided sun intensityby 100

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
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  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
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  • Slide 86
  • Slide 87
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  • Slide 90
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  • Slide 101
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  • Slide 111
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  • Slide 113
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  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
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  • Slide 123
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  • Slide 125
  • Slide 126
  • Slide 127
  • Slide 128
  • Slide 129
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  • Slide 131
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  • Slide 134
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  • Slide 137
  • Slide 138
  • Slide 139
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  • Slide 145
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  • Slide 151
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  • Slide 161
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  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 103: Lighting the City of Glass

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt sRGB

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
  • Slide 74
  • Slide 75
  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
  • Slide 82
  • Slide 83
  • Slide 84
  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
  • Slide 92
  • Slide 93
  • Slide 94
  • Slide 95
  • Slide 96
  • Slide 97
  • Slide 98
  • Slide 99
  • Slide 100
  • Slide 101
  • Slide 102
  • Slide 103
  • Slide 104
  • Slide 105
  • Slide 106
  • Slide 107
  • Slide 108
  • Slide 109
  • Slide 110
  • Slide 111
  • Slide 112
  • Slide 113
  • Slide 114
  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
  • Slide 122
  • Slide 123
  • Slide 124
  • Slide 125
  • Slide 126
  • Slide 127
  • Slide 128
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  • Slide 130
  • Slide 131
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  • Slide 134
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  • Slide 138
  • Slide 139
  • Slide 140
  • Slide 141
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  • Slide 143
  • Slide 144
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  • Slide 151
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  • Slide 155
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  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 104: Lighting the City of Glass

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Linear gt Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
  • Slide 74
  • Slide 75
  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
  • Slide 82
  • Slide 83
  • Slide 84
  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
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  • Slide 93
  • Slide 94
  • Slide 95
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  • Slide 97
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  • Slide 100
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  • Slide 108
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  • Slide 111
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  • Slide 113
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  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
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  • Slide 123
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  • Slide 125
  • Slide 126
  • Slide 127
  • Slide 128
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  • Slide 151
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  • Slide 161
  • Slide 162
  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 105: Lighting the City of Glass

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
  • Slide 74
  • Slide 75
  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
  • Slide 82
  • Slide 83
  • Slide 84
  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
  • Slide 92
  • Slide 93
  • Slide 94
  • Slide 95
  • Slide 96
  • Slide 97
  • Slide 98
  • Slide 99
  • Slide 100
  • Slide 101
  • Slide 102
  • Slide 103
  • Slide 104
  • Slide 105
  • Slide 106
  • Slide 107
  • Slide 108
  • Slide 109
  • Slide 110
  • Slide 111
  • Slide 112
  • Slide 113
  • Slide 114
  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
  • Slide 122
  • Slide 123
  • Slide 124
  • Slide 125
  • Slide 126
  • Slide 127
  • Slide 128
  • Slide 129
  • Slide 130
  • Slide 131
  • Slide 132
  • Slide 133
  • Slide 134
  • Slide 135
  • Slide 136
  • Slide 137
  • Slide 138
  • Slide 139
  • Slide 140
  • Slide 141
  • Slide 142
  • Slide 143
  • Slide 144
  • Slide 145
  • Slide 146
  • Slide 147
  • Slide 148
  • Slide 149
  • Slide 150
  • Slide 151
  • Slide 152
  • Slide 153
  • Slide 154
  • Slide 155
  • Slide 156
  • Slide 157
  • Slide 158
  • Slide 159
  • Slide 160
  • Slide 161
  • Slide 162
  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 106: Lighting the City of Glass

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
  • Slide 74
  • Slide 75
  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
  • Slide 82
  • Slide 83
  • Slide 84
  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
  • Slide 92
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  • Slide 121
  • Slide 122
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  • Slide 125
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  • Slide 128
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  • Slide 136
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  • Slide 139
  • Slide 140
  • Slide 141
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  • Slide 144
  • Slide 145
  • Slide 146
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  • Slide 149
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  • Slide 153
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  • Slide 157
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  • Slide 159
  • Slide 160
  • Slide 161
  • Slide 162
  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 107: Lighting the City of Glass

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
  • Slide 74
  • Slide 75
  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
  • Slide 82
  • Slide 83
  • Slide 84
  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
  • Slide 92
  • Slide 93
  • Slide 94
  • Slide 95
  • Slide 96
  • Slide 97
  • Slide 98
  • Slide 99
  • Slide 100
  • Slide 101
  • Slide 102
  • Slide 103
  • Slide 104
  • Slide 105
  • Slide 106
  • Slide 107
  • Slide 108
  • Slide 109
  • Slide 110
  • Slide 111
  • Slide 112
  • Slide 113
  • Slide 114
  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
  • Slide 122
  • Slide 123
  • Slide 124
  • Slide 125
  • Slide 126
  • Slide 127
  • Slide 128
  • Slide 129
  • Slide 130
  • Slide 131
  • Slide 132
  • Slide 133
  • Slide 134
  • Slide 135
  • Slide 136
  • Slide 137
  • Slide 138
  • Slide 139
  • Slide 140
  • Slide 141
  • Slide 142
  • Slide 143
  • Slide 144
  • Slide 145
  • Slide 146
  • Slide 147
  • Slide 148
  • Slide 149
  • Slide 150
  • Slide 151
  • Slide 152
  • Slide 153
  • Slide 154
  • Slide 155
  • Slide 156
  • Slide 157
  • Slide 158
  • Slide 159
  • Slide 160
  • Slide 161
  • Slide 162
  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 108: Lighting the City of Glass

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITETONEMAPPING CURVE

bull Filmic modified

bull White clipping

bull Adjusted toe

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
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  • Slide 73
  • Slide 74
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  • Slide 121
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  • Slide 123
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  • Slide 125
  • Slide 126
  • Slide 127
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  • Slide 129
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  • Slide 135
  • Slide 136
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  • Slide 140
  • Slide 141
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  • Slide 144
  • Slide 145
  • Slide 146
  • Slide 147
  • Slide 148
  • Slide 149
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  • Slide 159
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  • Slide 161
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  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 109: Lighting the City of Glass

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEGRADING

bull Graded

Work In Progress Visuals

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
  • Slide 74
  • Slide 75
  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
  • Slide 82
  • Slide 83
  • Slide 84
  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
  • Slide 92
  • Slide 93
  • Slide 94
  • Slide 95
  • Slide 96
  • Slide 97
  • Slide 98
  • Slide 99
  • Slide 100
  • Slide 101
  • Slide 102
  • Slide 103
  • Slide 104
  • Slide 105
  • Slide 106
  • Slide 107
  • Slide 108
  • Slide 109
  • Slide 110
  • Slide 111
  • Slide 112
  • Slide 113
  • Slide 114
  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
  • Slide 122
  • Slide 123
  • Slide 124
  • Slide 125
  • Slide 126
  • Slide 127
  • Slide 128
  • Slide 129
  • Slide 130
  • Slide 131
  • Slide 132
  • Slide 133
  • Slide 134
  • Slide 135
  • Slide 136
  • Slide 137
  • Slide 138
  • Slide 139
  • Slide 140
  • Slide 141
  • Slide 142
  • Slide 143
  • Slide 144
  • Slide 145
  • Slide 146
  • Slide 147
  • Slide 148
  • Slide 149
  • Slide 150
  • Slide 151
  • Slide 152
  • Slide 153
  • Slide 154
  • Slide 155
  • Slide 156
  • Slide 157
  • Slide 158
  • Slide 159
  • Slide 160
  • Slide 161
  • Slide 162
  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 110: Lighting the City of Glass

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
  • Slide 74
  • Slide 75
  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
  • Slide 82
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  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 111: Lighting the City of Glass

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
  • Slide 74
  • Slide 75
  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
  • Slide 82
  • Slide 83
  • Slide 84
  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
  • Slide 92
  • Slide 93
  • Slide 94
  • Slide 95
  • Slide 96
  • Slide 97
  • Slide 98
  • Slide 99
  • Slide 100
  • Slide 101
  • Slide 102
  • Slide 103
  • Slide 104
  • Slide 105
  • Slide 106
  • Slide 107
  • Slide 108
  • Slide 109
  • Slide 110
  • Slide 111
  • Slide 112
  • Slide 113
  • Slide 114
  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
  • Slide 122
  • Slide 123
  • Slide 124
  • Slide 125
  • Slide 126
  • Slide 127
  • Slide 128
  • Slide 129
  • Slide 130
  • Slide 131
  • Slide 132
  • Slide 133
  • Slide 134
  • Slide 135
  • Slide 136
  • Slide 137
  • Slide 138
  • Slide 139
  • Slide 140
  • Slide 141
  • Slide 142
  • Slide 143
  • Slide 144
  • Slide 145
  • Slide 146
  • Slide 147
  • Slide 148
  • Slide 149
  • Slide 150
  • Slide 151
  • Slide 152
  • Slide 153
  • Slide 154
  • Slide 155
  • Slide 156
  • Slide 157
  • Slide 158
  • Slide 159
  • Slide 160
  • Slide 161
  • Slide 162
  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 112: Lighting the City of Glass

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
  • Slide 74
  • Slide 75
  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
  • Slide 82
  • Slide 83
  • Slide 84
  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
  • Slide 92
  • Slide 93
  • Slide 94
  • Slide 95
  • Slide 96
  • Slide 97
  • Slide 98
  • Slide 99
  • Slide 100
  • Slide 101
  • Slide 102
  • Slide 103
  • Slide 104
  • Slide 105
  • Slide 106
  • Slide 107
  • Slide 108
  • Slide 109
  • Slide 110
  • Slide 111
  • Slide 112
  • Slide 113
  • Slide 114
  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
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  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 113: Lighting the City of Glass

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Graded

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
  • Slide 74
  • Slide 75
  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
  • Slide 82
  • Slide 83
  • Slide 84
  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
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  • Slide 93
  • Slide 94
  • Slide 95
  • Slide 96
  • Slide 97
  • Slide 98
  • Slide 99
  • Slide 100
  • Slide 101
  • Slide 102
  • Slide 103
  • Slide 104
  • Slide 105
  • Slide 106
  • Slide 107
  • Slide 108
  • Slide 109
  • Slide 110
  • Slide 111
  • Slide 112
  • Slide 113
  • Slide 114
  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
  • Slide 122
  • Slide 123
  • Slide 124
  • Slide 125
  • Slide 126
  • Slide 127
  • Slide 128
  • Slide 129
  • Slide 130
  • Slide 131
  • Slide 132
  • Slide 133
  • Slide 134
  • Slide 135
  • Slide 136
  • Slide 137
  • Slide 138
  • Slide 139
  • Slide 140
  • Slide 141
  • Slide 142
  • Slide 143
  • Slide 144
  • Slide 145
  • Slide 146
  • Slide 147
  • Slide 148
  • Slide 149
  • Slide 150
  • Slide 151
  • Slide 152
  • Slide 153
  • Slide 154
  • Slide 155
  • Slide 156
  • Slide 157
  • Slide 158
  • Slide 159
  • Slide 160
  • Slide 161
  • Slide 162
  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 114: Lighting the City of Glass

GETTING THE RIGHT WHITEWHITE BALANCING

Work In Progress Visuals

Ungraded

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
  • Slide 74
  • Slide 75
  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
  • Slide 82
  • Slide 83
  • Slide 84
  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
  • Slide 92
  • Slide 93
  • Slide 94
  • Slide 95
  • Slide 96
  • Slide 97
  • Slide 98
  • Slide 99
  • Slide 100
  • Slide 101
  • Slide 102
  • Slide 103
  • Slide 104
  • Slide 105
  • Slide 106
  • Slide 107
  • Slide 108
  • Slide 109
  • Slide 110
  • Slide 111
  • Slide 112
  • Slide 113
  • Slide 114
  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
  • Slide 122
  • Slide 123
  • Slide 124
  • Slide 125
  • Slide 126
  • Slide 127
  • Slide 128
  • Slide 129
  • Slide 130
  • Slide 131
  • Slide 132
  • Slide 133
  • Slide 134
  • Slide 135
  • Slide 136
  • Slide 137
  • Slide 138
  • Slide 139
  • Slide 140
  • Slide 141
  • Slide 142
  • Slide 143
  • Slide 144
  • Slide 145
  • Slide 146
  • Slide 147
  • Slide 148
  • Slide 149
  • Slide 150
  • Slide 151
  • Slide 152
  • Slide 153
  • Slide 154
  • Slide 155
  • Slide 156
  • Slide 157
  • Slide 158
  • Slide 159
  • Slide 160
  • Slide 161
  • Slide 162
  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 115: Lighting the City of Glass

GETTING THE RIGHT WHITEWHITE BALANCING

Graded

Work In Progress Visuals

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
  • Slide 74
  • Slide 75
  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
  • Slide 82
  • Slide 83
  • Slide 84
  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
  • Slide 92
  • Slide 93
  • Slide 94
  • Slide 95
  • Slide 96
  • Slide 97
  • Slide 98
  • Slide 99
  • Slide 100
  • Slide 101
  • Slide 102
  • Slide 103
  • Slide 104
  • Slide 105
  • Slide 106
  • Slide 107
  • Slide 108
  • Slide 109
  • Slide 110
  • Slide 111
  • Slide 112
  • Slide 113
  • Slide 114
  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
  • Slide 122
  • Slide 123
  • Slide 124
  • Slide 125
  • Slide 126
  • Slide 127
  • Slide 128
  • Slide 129
  • Slide 130
  • Slide 131
  • Slide 132
  • Slide 133
  • Slide 134
  • Slide 135
  • Slide 136
  • Slide 137
  • Slide 138
  • Slide 139
  • Slide 140
  • Slide 141
  • Slide 142
  • Slide 143
  • Slide 144
  • Slide 145
  • Slide 146
  • Slide 147
  • Slide 148
  • Slide 149
  • Slide 150
  • Slide 151
  • Slide 152
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  • Slide 155
  • Slide 156
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  • Slide 158
  • Slide 159
  • Slide 160
  • Slide 161
  • Slide 162
  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 116: Lighting the City of Glass

LOCAL LIGHTING

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
  • Slide 74
  • Slide 75
  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
  • Slide 82
  • Slide 83
  • Slide 84
  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
  • Slide 92
  • Slide 93
  • Slide 94
  • Slide 95
  • Slide 96
  • Slide 97
  • Slide 98
  • Slide 99
  • Slide 100
  • Slide 101
  • Slide 102
  • Slide 103
  • Slide 104
  • Slide 105
  • Slide 106
  • Slide 107
  • Slide 108
  • Slide 109
  • Slide 110
  • Slide 111
  • Slide 112
  • Slide 113
  • Slide 114
  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
  • Slide 122
  • Slide 123
  • Slide 124
  • Slide 125
  • Slide 126
  • Slide 127
  • Slide 128
  • Slide 129
  • Slide 130
  • Slide 131
  • Slide 132
  • Slide 133
  • Slide 134
  • Slide 135
  • Slide 136
  • Slide 137
  • Slide 138
  • Slide 139
  • Slide 140
  • Slide 141
  • Slide 142
  • Slide 143
  • Slide 144
  • Slide 145
  • Slide 146
  • Slide 147
  • Slide 148
  • Slide 149
  • Slide 150
  • Slide 151
  • Slide 152
  • Slide 153
  • Slide 154
  • Slide 155
  • Slide 156
  • Slide 157
  • Slide 158
  • Slide 159
  • Slide 160
  • Slide 161
  • Slide 162
  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 117: Lighting the City of Glass

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay rate

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
  • Slide 74
  • Slide 75
  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
  • Slide 82
  • Slide 83
  • Slide 84
  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
  • Slide 92
  • Slide 93
  • Slide 94
  • Slide 95
  • Slide 96
  • Slide 97
  • Slide 98
  • Slide 99
  • Slide 100
  • Slide 101
  • Slide 102
  • Slide 103
  • Slide 104
  • Slide 105
  • Slide 106
  • Slide 107
  • Slide 108
  • Slide 109
  • Slide 110
  • Slide 111
  • Slide 112
  • Slide 113
  • Slide 114
  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
  • Slide 122
  • Slide 123
  • Slide 124
  • Slide 125
  • Slide 126
  • Slide 127
  • Slide 128
  • Slide 129
  • Slide 130
  • Slide 131
  • Slide 132
  • Slide 133
  • Slide 134
  • Slide 135
  • Slide 136
  • Slide 137
  • Slide 138
  • Slide 139
  • Slide 140
  • Slide 141
  • Slide 142
  • Slide 143
  • Slide 144
  • Slide 145
  • Slide 146
  • Slide 147
  • Slide 148
  • Slide 149
  • Slide 150
  • Slide 151
  • Slide 152
  • Slide 153
  • Slide 154
  • Slide 155
  • Slide 156
  • Slide 157
  • Slide 158
  • Slide 159
  • Slide 160
  • Slide 161
  • Slide 162
  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 118: Lighting the City of Glass

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
  • Slide 74
  • Slide 75
  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
  • Slide 82
  • Slide 83
  • Slide 84
  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
  • Slide 92
  • Slide 93
  • Slide 94
  • Slide 95
  • Slide 96
  • Slide 97
  • Slide 98
  • Slide 99
  • Slide 100
  • Slide 101
  • Slide 102
  • Slide 103
  • Slide 104
  • Slide 105
  • Slide 106
  • Slide 107
  • Slide 108
  • Slide 109
  • Slide 110
  • Slide 111
  • Slide 112
  • Slide 113
  • Slide 114
  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
  • Slide 122
  • Slide 123
  • Slide 124
  • Slide 125
  • Slide 126
  • Slide 127
  • Slide 128
  • Slide 129
  • Slide 130
  • Slide 131
  • Slide 132
  • Slide 133
  • Slide 134
  • Slide 135
  • Slide 136
  • Slide 137
  • Slide 138
  • Slide 139
  • Slide 140
  • Slide 141
  • Slide 142
  • Slide 143
  • Slide 144
  • Slide 145
  • Slide 146
  • Slide 147
  • Slide 148
  • Slide 149
  • Slide 150
  • Slide 151
  • Slide 152
  • Slide 153
  • Slide 154
  • Slide 155
  • Slide 156
  • Slide 157
  • Slide 158
  • Slide 159
  • Slide 160
  • Slide 161
  • Slide 162
  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 119: Lighting the City of Glass

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
  • Slide 74
  • Slide 75
  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
  • Slide 82
  • Slide 83
  • Slide 84
  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
  • Slide 92
  • Slide 93
  • Slide 94
  • Slide 95
  • Slide 96
  • Slide 97
  • Slide 98
  • Slide 99
  • Slide 100
  • Slide 101
  • Slide 102
  • Slide 103
  • Slide 104
  • Slide 105
  • Slide 106
  • Slide 107
  • Slide 108
  • Slide 109
  • Slide 110
  • Slide 111
  • Slide 112
  • Slide 113
  • Slide 114
  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
  • Slide 122
  • Slide 123
  • Slide 124
  • Slide 125
  • Slide 126
  • Slide 127
  • Slide 128
  • Slide 129
  • Slide 130
  • Slide 131
  • Slide 132
  • Slide 133
  • Slide 134
  • Slide 135
  • Slide 136
  • Slide 137
  • Slide 138
  • Slide 139
  • Slide 140
  • Slide 141
  • Slide 142
  • Slide 143
  • Slide 144
  • Slide 145
  • Slide 146
  • Slide 147
  • Slide 148
  • Slide 149
  • Slide 150
  • Slide 151
  • Slide 152
  • Slide 153
  • Slide 154
  • Slide 155
  • Slide 156
  • Slide 157
  • Slide 158
  • Slide 159
  • Slide 160
  • Slide 161
  • Slide 162
  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 120: Lighting the City of Glass

LOCAL LIGHTINGPHYSICALLY BASED

bull Physically basedbull Units in Lumens or Candelasbull Realistic decay

bull Color temperature in Kelvin or RGB

bull IES photometricbull Real intensities or as masks

bull Area lightsbull Rectangularbull Diskbull Spherebull Tube

Work In Progress Visuals

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
  • Slide 74
  • Slide 75
  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
  • Slide 82
  • Slide 83
  • Slide 84
  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
  • Slide 92
  • Slide 93
  • Slide 94
  • Slide 95
  • Slide 96
  • Slide 97
  • Slide 98
  • Slide 99
  • Slide 100
  • Slide 101
  • Slide 102
  • Slide 103
  • Slide 104
  • Slide 105
  • Slide 106
  • Slide 107
  • Slide 108
  • Slide 109
  • Slide 110
  • Slide 111
  • Slide 112
  • Slide 113
  • Slide 114
  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
  • Slide 122
  • Slide 123
  • Slide 124
  • Slide 125
  • Slide 126
  • Slide 127
  • Slide 128
  • Slide 129
  • Slide 130
  • Slide 131
  • Slide 132
  • Slide 133
  • Slide 134
  • Slide 135
  • Slide 136
  • Slide 137
  • Slide 138
  • Slide 139
  • Slide 140
  • Slide 141
  • Slide 142
  • Slide 143
  • Slide 144
  • Slide 145
  • Slide 146
  • Slide 147
  • Slide 148
  • Slide 149
  • Slide 150
  • Slide 151
  • Slide 152
  • Slide 153
  • Slide 154
  • Slide 155
  • Slide 156
  • Slide 157
  • Slide 158
  • Slide 159
  • Slide 160
  • Slide 161
  • Slide 162
  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 121: Lighting the City of Glass

LOCAL LIGHTINGINTENSITIES ISSUES

bull Hard to use real light intensitiesbull Only works for point lightsbull Realtime lights are not infinite

have small cones miss bounce lighting

bull First set up your camera exposurethen adjust intensities so it looks good

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquoX

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
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  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
  • Slide 74
  • Slide 75
  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
  • Slide 82
  • Slide 83
  • Slide 84
  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
  • Slide 92
  • Slide 93
  • Slide 94
  • Slide 95
  • Slide 96
  • Slide 97
  • Slide 98
  • Slide 99
  • Slide 100
  • Slide 101
  • Slide 102
  • Slide 103
  • Slide 104
  • Slide 105
  • Slide 106
  • Slide 107
  • Slide 108
  • Slide 109
  • Slide 110
  • Slide 111
  • Slide 112
  • Slide 113
  • Slide 114
  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
  • Slide 122
  • Slide 123
  • Slide 124
  • Slide 125
  • Slide 126
  • Slide 127
  • Slide 128
  • Slide 129
  • Slide 130
  • Slide 131
  • Slide 132
  • Slide 133
  • Slide 134
  • Slide 135
  • Slide 136
  • Slide 137
  • Slide 138
  • Slide 139
  • Slide 140
  • Slide 141
  • Slide 142
  • Slide 143
  • Slide 144
  • Slide 145
  • Slide 146
  • Slide 147
  • Slide 148
  • Slide 149
  • Slide 150
  • Slide 151
  • Slide 152
  • Slide 153
  • Slide 154
  • Slide 155
  • Slide 156
  • Slide 157
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  • Slide 159
  • Slide 160
  • Slide 161
  • Slide 162
  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 122: Lighting the City of Glass

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
  • Slide 74
  • Slide 75
  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
  • Slide 82
  • Slide 83
  • Slide 84
  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
  • Slide 92
  • Slide 93
  • Slide 94
  • Slide 95
  • Slide 96
  • Slide 97
  • Slide 98
  • Slide 99
  • Slide 100
  • Slide 101
  • Slide 102
  • Slide 103
  • Slide 104
  • Slide 105
  • Slide 106
  • Slide 107
  • Slide 108
  • Slide 109
  • Slide 110
  • Slide 111
  • Slide 112
  • Slide 113
  • Slide 114
  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
  • Slide 122
  • Slide 123
  • Slide 124
  • Slide 125
  • Slide 126
  • Slide 127
  • Slide 128
  • Slide 129
  • Slide 130
  • Slide 131
  • Slide 132
  • Slide 133
  • Slide 134
  • Slide 135
  • Slide 136
  • Slide 137
  • Slide 138
  • Slide 139
  • Slide 140
  • Slide 141
  • Slide 142
  • Slide 143
  • Slide 144
  • Slide 145
  • Slide 146
  • Slide 147
  • Slide 148
  • Slide 149
  • Slide 150
  • Slide 151
  • Slide 152
  • Slide 153
  • Slide 154
  • Slide 155
  • Slide 156
  • Slide 157
  • Slide 158
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  • Slide 160
  • Slide 161
  • Slide 162
  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 123: Lighting the City of Glass

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
  • Slide 74
  • Slide 75
  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
  • Slide 82
  • Slide 83
  • Slide 84
  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
  • Slide 92
  • Slide 93
  • Slide 94
  • Slide 95
  • Slide 96
  • Slide 97
  • Slide 98
  • Slide 99
  • Slide 100
  • Slide 101
  • Slide 102
  • Slide 103
  • Slide 104
  • Slide 105
  • Slide 106
  • Slide 107
  • Slide 108
  • Slide 109
  • Slide 110
  • Slide 111
  • Slide 112
  • Slide 113
  • Slide 114
  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
  • Slide 122
  • Slide 123
  • Slide 124
  • Slide 125
  • Slide 126
  • Slide 127
  • Slide 128
  • Slide 129
  • Slide 130
  • Slide 131
  • Slide 132
  • Slide 133
  • Slide 134
  • Slide 135
  • Slide 136
  • Slide 137
  • Slide 138
  • Slide 139
  • Slide 140
  • Slide 141
  • Slide 142
  • Slide 143
  • Slide 144
  • Slide 145
  • Slide 146
  • Slide 147
  • Slide 148
  • Slide 149
  • Slide 150
  • Slide 151
  • Slide 152
  • Slide 153
  • Slide 154
  • Slide 155
  • Slide 156
  • Slide 157
  • Slide 158
  • Slide 159
  • Slide 160
  • Slide 161
  • Slide 162
  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 124: Lighting the City of Glass

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
  • Slide 74
  • Slide 75
  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
  • Slide 82
  • Slide 83
  • Slide 84
  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
  • Slide 92
  • Slide 93
  • Slide 94
  • Slide 95
  • Slide 96
  • Slide 97
  • Slide 98
  • Slide 99
  • Slide 100
  • Slide 101
  • Slide 102
  • Slide 103
  • Slide 104
  • Slide 105
  • Slide 106
  • Slide 107
  • Slide 108
  • Slide 109
  • Slide 110
  • Slide 111
  • Slide 112
  • Slide 113
  • Slide 114
  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
  • Slide 122
  • Slide 123
  • Slide 124
  • Slide 125
  • Slide 126
  • Slide 127
  • Slide 128
  • Slide 129
  • Slide 130
  • Slide 131
  • Slide 132
  • Slide 133
  • Slide 134
  • Slide 135
  • Slide 136
  • Slide 137
  • Slide 138
  • Slide 139
  • Slide 140
  • Slide 141
  • Slide 142
  • Slide 143
  • Slide 144
  • Slide 145
  • Slide 146
  • Slide 147
  • Slide 148
  • Slide 149
  • Slide 150
  • Slide 151
  • Slide 152
  • Slide 153
  • Slide 154
  • Slide 155
  • Slide 156
  • Slide 157
  • Slide 158
  • Slide 159
  • Slide 160
  • Slide 161
  • Slide 162
  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 125: Lighting the City of Glass

LOCAL LIGHTINGMORE ARTISTIC CONTROLS

bull Attenuation Offset

bull Lighting more ambient

bull Avoid blown out surfaces

Work In Progress Visuals

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
  • Slide 74
  • Slide 75
  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
  • Slide 82
  • Slide 83
  • Slide 84
  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
  • Slide 92
  • Slide 93
  • Slide 94
  • Slide 95
  • Slide 96
  • Slide 97
  • Slide 98
  • Slide 99
  • Slide 100
  • Slide 101
  • Slide 102
  • Slide 103
  • Slide 104
  • Slide 105
  • Slide 106
  • Slide 107
  • Slide 108
  • Slide 109
  • Slide 110
  • Slide 111
  • Slide 112
  • Slide 113
  • Slide 114
  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
  • Slide 122
  • Slide 123
  • Slide 124
  • Slide 125
  • Slide 126
  • Slide 127
  • Slide 128
  • Slide 129
  • Slide 130
  • Slide 131
  • Slide 132
  • Slide 133
  • Slide 134
  • Slide 135
  • Slide 136
  • Slide 137
  • Slide 138
  • Slide 139
  • Slide 140
  • Slide 141
  • Slide 142
  • Slide 143
  • Slide 144
  • Slide 145
  • Slide 146
  • Slide 147
  • Slide 148
  • Slide 149
  • Slide 150
  • Slide 151
  • Slide 152
  • Slide 153
  • Slide 154
  • Slide 155
  • Slide 156
  • Slide 157
  • Slide 158
  • Slide 159
  • Slide 160
  • Slide 161
  • Slide 162
  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 126: Lighting the City of Glass

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color ScaleScalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
  • Slide 74
  • Slide 75
  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
  • Slide 82
  • Slide 83
  • Slide 84
  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
  • Slide 92
  • Slide 93
  • Slide 94
  • Slide 95
  • Slide 96
  • Slide 97
  • Slide 98
  • Slide 99
  • Slide 100
  • Slide 101
  • Slide 102
  • Slide 103
  • Slide 104
  • Slide 105
  • Slide 106
  • Slide 107
  • Slide 108
  • Slide 109
  • Slide 110
  • Slide 111
  • Slide 112
  • Slide 113
  • Slide 114
  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
  • Slide 122
  • Slide 123
  • Slide 124
  • Slide 125
  • Slide 126
  • Slide 127
  • Slide 128
  • Slide 129
  • Slide 130
  • Slide 131
  • Slide 132
  • Slide 133
  • Slide 134
  • Slide 135
  • Slide 136
  • Slide 137
  • Slide 138
  • Slide 139
  • Slide 140
  • Slide 141
  • Slide 142
  • Slide 143
  • Slide 144
  • Slide 145
  • Slide 146
  • Slide 147
  • Slide 148
  • Slide 149
  • Slide 150
  • Slide 151
  • Slide 152
  • Slide 153
  • Slide 154
  • Slide 155
  • Slide 156
  • Slide 157
  • Slide 158
  • Slide 159
  • Slide 160
  • Slide 161
  • Slide 162
  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 127: Lighting the City of Glass

LOCAL LIGHTINGRADIOSITY

bull Placement can be tricky assampling is sparse

bull Make lights biggersbull Use radiosity-only lights

bull Radiosity Color Scalebull RGB for color shift

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
  • Slide 74
  • Slide 75
  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
  • Slide 82
  • Slide 83
  • Slide 84
  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
  • Slide 92
  • Slide 93
  • Slide 94
  • Slide 95
  • Slide 96
  • Slide 97
  • Slide 98
  • Slide 99
  • Slide 100
  • Slide 101
  • Slide 102
  • Slide 103
  • Slide 104
  • Slide 105
  • Slide 106
  • Slide 107
  • Slide 108
  • Slide 109
  • Slide 110
  • Slide 111
  • Slide 112
  • Slide 113
  • Slide 114
  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
  • Slide 122
  • Slide 123
  • Slide 124
  • Slide 125
  • Slide 126
  • Slide 127
  • Slide 128
  • Slide 129
  • Slide 130
  • Slide 131
  • Slide 132
  • Slide 133
  • Slide 134
  • Slide 135
  • Slide 136
  • Slide 137
  • Slide 138
  • Slide 139
  • Slide 140
  • Slide 141
  • Slide 142
  • Slide 143
  • Slide 144
  • Slide 145
  • Slide 146
  • Slide 147
  • Slide 148
  • Slide 149
  • Slide 150
  • Slide 151
  • Slide 152
  • Slide 153
  • Slide 154
  • Slide 155
  • Slide 156
  • Slide 157
  • Slide 158
  • Slide 159
  • Slide 160
  • Slide 161
  • Slide 162
  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 128: Lighting the City of Glass

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 33 ms

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
  • Slide 74
  • Slide 75
  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
  • Slide 82
  • Slide 83
  • Slide 84
  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
  • Slide 92
  • Slide 93
  • Slide 94
  • Slide 95
  • Slide 96
  • Slide 97
  • Slide 98
  • Slide 99
  • Slide 100
  • Slide 101
  • Slide 102
  • Slide 103
  • Slide 104
  • Slide 105
  • Slide 106
  • Slide 107
  • Slide 108
  • Slide 109
  • Slide 110
  • Slide 111
  • Slide 112
  • Slide 113
  • Slide 114
  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
  • Slide 122
  • Slide 123
  • Slide 124
  • Slide 125
  • Slide 126
  • Slide 127
  • Slide 128
  • Slide 129
  • Slide 130
  • Slide 131
  • Slide 132
  • Slide 133
  • Slide 134
  • Slide 135
  • Slide 136
  • Slide 137
  • Slide 138
  • Slide 139
  • Slide 140
  • Slide 141
  • Slide 142
  • Slide 143
  • Slide 144
  • Slide 145
  • Slide 146
  • Slide 147
  • Slide 148
  • Slide 149
  • Slide 150
  • Slide 151
  • Slide 152
  • Slide 153
  • Slide 154
  • Slide 155
  • Slide 156
  • Slide 157
  • Slide 158
  • Slide 159
  • Slide 160
  • Slide 161
  • Slide 162
  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 129: Lighting the City of Glass

LOCAL LIGHTINGPERFORMANCE

bull Tiled Deferred Lighting

bull 88 tiles

bull Can afford many lightsif they donrsquot overlap

bull Budget of 35 ms

Work In Progress Visuals

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
  • Slide 74
  • Slide 75
  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
  • Slide 82
  • Slide 83
  • Slide 84
  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
  • Slide 92
  • Slide 93
  • Slide 94
  • Slide 95
  • Slide 96
  • Slide 97
  • Slide 98
  • Slide 99
  • Slide 100
  • Slide 101
  • Slide 102
  • Slide 103
  • Slide 104
  • Slide 105
  • Slide 106
  • Slide 107
  • Slide 108
  • Slide 109
  • Slide 110
  • Slide 111
  • Slide 112
  • Slide 113
  • Slide 114
  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
  • Slide 122
  • Slide 123
  • Slide 124
  • Slide 125
  • Slide 126
  • Slide 127
  • Slide 128
  • Slide 129
  • Slide 130
  • Slide 131
  • Slide 132
  • Slide 133
  • Slide 134
  • Slide 135
  • Slide 136
  • Slide 137
  • Slide 138
  • Slide 139
  • Slide 140
  • Slide 141
  • Slide 142
  • Slide 143
  • Slide 144
  • Slide 145
  • Slide 146
  • Slide 147
  • Slide 148
  • Slide 149
  • Slide 150
  • Slide 151
  • Slide 152
  • Slide 153
  • Slide 154
  • Slide 155
  • Slide 156
  • Slide 157
  • Slide 158
  • Slide 159
  • Slide 160
  • Slide 161
  • Slide 162
  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 130: Lighting the City of Glass

LOCAL LIGHTINGSHADOWS

bull 8 shadow casting lights simultaneously

bull Budget shared with SSR 42 ms

bull Cached shadowsbull Only update them when a character

enters the light bounding box

bull Fade distance settingbull Manually tweaked for each light

Work In Progress Visuals

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
  • Slide 74
  • Slide 75
  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
  • Slide 82
  • Slide 83
  • Slide 84
  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
  • Slide 92
  • Slide 93
  • Slide 94
  • Slide 95
  • Slide 96
  • Slide 97
  • Slide 98
  • Slide 99
  • Slide 100
  • Slide 101
  • Slide 102
  • Slide 103
  • Slide 104
  • Slide 105
  • Slide 106
  • Slide 107
  • Slide 108
  • Slide 109
  • Slide 110
  • Slide 111
  • Slide 112
  • Slide 113
  • Slide 114
  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
  • Slide 122
  • Slide 123
  • Slide 124
  • Slide 125
  • Slide 126
  • Slide 127
  • Slide 128
  • Slide 129
  • Slide 130
  • Slide 131
  • Slide 132
  • Slide 133
  • Slide 134
  • Slide 135
  • Slide 136
  • Slide 137
  • Slide 138
  • Slide 139
  • Slide 140
  • Slide 141
  • Slide 142
  • Slide 143
  • Slide 144
  • Slide 145
  • Slide 146
  • Slide 147
  • Slide 148
  • Slide 149
  • Slide 150
  • Slide 151
  • Slide 152
  • Slide 153
  • Slide 154
  • Slide 155
  • Slide 156
  • Slide 157
  • Slide 158
  • Slide 159
  • Slide 160
  • Slide 161
  • Slide 162
  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 131: Lighting the City of Glass

IMAGE STYLIZATION

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
  • Slide 74
  • Slide 75
  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
  • Slide 82
  • Slide 83
  • Slide 84
  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
  • Slide 92
  • Slide 93
  • Slide 94
  • Slide 95
  • Slide 96
  • Slide 97
  • Slide 98
  • Slide 99
  • Slide 100
  • Slide 101
  • Slide 102
  • Slide 103
  • Slide 104
  • Slide 105
  • Slide 106
  • Slide 107
  • Slide 108
  • Slide 109
  • Slide 110
  • Slide 111
  • Slide 112
  • Slide 113
  • Slide 114
  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
  • Slide 122
  • Slide 123
  • Slide 124
  • Slide 125
  • Slide 126
  • Slide 127
  • Slide 128
  • Slide 129
  • Slide 130
  • Slide 131
  • Slide 132
  • Slide 133
  • Slide 134
  • Slide 135
  • Slide 136
  • Slide 137
  • Slide 138
  • Slide 139
  • Slide 140
  • Slide 141
  • Slide 142
  • Slide 143
  • Slide 144
  • Slide 145
  • Slide 146
  • Slide 147
  • Slide 148
  • Slide 149
  • Slide 150
  • Slide 151
  • Slide 152
  • Slide 153
  • Slide 154
  • Slide 155
  • Slide 156
  • Slide 157
  • Slide 158
  • Slide 159
  • Slide 160
  • Slide 161
  • Slide 162
  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 132: Lighting the City of Glass

IMAGE STYLIZATIONPOST EFFECTS

bull ldquoRawrdquo image

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
  • Slide 74
  • Slide 75
  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
  • Slide 82
  • Slide 83
  • Slide 84
  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
  • Slide 92
  • Slide 93
  • Slide 94
  • Slide 95
  • Slide 96
  • Slide 97
  • Slide 98
  • Slide 99
  • Slide 100
  • Slide 101
  • Slide 102
  • Slide 103
  • Slide 104
  • Slide 105
  • Slide 106
  • Slide 107
  • Slide 108
  • Slide 109
  • Slide 110
  • Slide 111
  • Slide 112
  • Slide 113
  • Slide 114
  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
  • Slide 122
  • Slide 123
  • Slide 124
  • Slide 125
  • Slide 126
  • Slide 127
  • Slide 128
  • Slide 129
  • Slide 130
  • Slide 131
  • Slide 132
  • Slide 133
  • Slide 134
  • Slide 135
  • Slide 136
  • Slide 137
  • Slide 138
  • Slide 139
  • Slide 140
  • Slide 141
  • Slide 142
  • Slide 143
  • Slide 144
  • Slide 145
  • Slide 146
  • Slide 147
  • Slide 148
  • Slide 149
  • Slide 150
  • Slide 151
  • Slide 152
  • Slide 153
  • Slide 154
  • Slide 155
  • Slide 156
  • Slide 157
  • Slide 158
  • Slide 159
  • Slide 160
  • Slide 161
  • Slide 162
  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 133: Lighting the City of Glass

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
  • Slide 74
  • Slide 75
  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
  • Slide 82
  • Slide 83
  • Slide 84
  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
  • Slide 92
  • Slide 93
  • Slide 94
  • Slide 95
  • Slide 96
  • Slide 97
  • Slide 98
  • Slide 99
  • Slide 100
  • Slide 101
  • Slide 102
  • Slide 103
  • Slide 104
  • Slide 105
  • Slide 106
  • Slide 107
  • Slide 108
  • Slide 109
  • Slide 110
  • Slide 111
  • Slide 112
  • Slide 113
  • Slide 114
  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
  • Slide 122
  • Slide 123
  • Slide 124
  • Slide 125
  • Slide 126
  • Slide 127
  • Slide 128
  • Slide 129
  • Slide 130
  • Slide 131
  • Slide 132
  • Slide 133
  • Slide 134
  • Slide 135
  • Slide 136
  • Slide 137
  • Slide 138
  • Slide 139
  • Slide 140
  • Slide 141
  • Slide 142
  • Slide 143
  • Slide 144
  • Slide 145
  • Slide 146
  • Slide 147
  • Slide 148
  • Slide 149
  • Slide 150
  • Slide 151
  • Slide 152
  • Slide 153
  • Slide 154
  • Slide 155
  • Slide 156
  • Slide 157
  • Slide 158
  • Slide 159
  • Slide 160
  • Slide 161
  • Slide 162
  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 134: Lighting the City of Glass

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
  • Slide 74
  • Slide 75
  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
  • Slide 82
  • Slide 83
  • Slide 84
  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
  • Slide 92
  • Slide 93
  • Slide 94
  • Slide 95
  • Slide 96
  • Slide 97
  • Slide 98
  • Slide 99
  • Slide 100
  • Slide 101
  • Slide 102
  • Slide 103
  • Slide 104
  • Slide 105
  • Slide 106
  • Slide 107
  • Slide 108
  • Slide 109
  • Slide 110
  • Slide 111
  • Slide 112
  • Slide 113
  • Slide 114
  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
  • Slide 122
  • Slide 123
  • Slide 124
  • Slide 125
  • Slide 126
  • Slide 127
  • Slide 128
  • Slide 129
  • Slide 130
  • Slide 131
  • Slide 132
  • Slide 133
  • Slide 134
  • Slide 135
  • Slide 136
  • Slide 137
  • Slide 138
  • Slide 139
  • Slide 140
  • Slide 141
  • Slide 142
  • Slide 143
  • Slide 144
  • Slide 145
  • Slide 146
  • Slide 147
  • Slide 148
  • Slide 149
  • Slide 150
  • Slide 151
  • Slide 152
  • Slide 153
  • Slide 154
  • Slide 155
  • Slide 156
  • Slide 157
  • Slide 158
  • Slide 159
  • Slide 160
  • Slide 161
  • Slide 162
  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 135: Lighting the City of Glass

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

Work In Progress Visuals

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
  • Slide 74
  • Slide 75
  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
  • Slide 82
  • Slide 83
  • Slide 84
  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
  • Slide 92
  • Slide 93
  • Slide 94
  • Slide 95
  • Slide 96
  • Slide 97
  • Slide 98
  • Slide 99
  • Slide 100
  • Slide 101
  • Slide 102
  • Slide 103
  • Slide 104
  • Slide 105
  • Slide 106
  • Slide 107
  • Slide 108
  • Slide 109
  • Slide 110
  • Slide 111
  • Slide 112
  • Slide 113
  • Slide 114
  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
  • Slide 122
  • Slide 123
  • Slide 124
  • Slide 125
  • Slide 126
  • Slide 127
  • Slide 128
  • Slide 129
  • Slide 130
  • Slide 131
  • Slide 132
  • Slide 133
  • Slide 134
  • Slide 135
  • Slide 136
  • Slide 137
  • Slide 138
  • Slide 139
  • Slide 140
  • Slide 141
  • Slide 142
  • Slide 143
  • Slide 144
  • Slide 145
  • Slide 146
  • Slide 147
  • Slide 148
  • Slide 149
  • Slide 150
  • Slide 151
  • Slide 152
  • Slide 153
  • Slide 154
  • Slide 155
  • Slide 156
  • Slide 157
  • Slide 158
  • Slide 159
  • Slide 160
  • Slide 161
  • Slide 162
  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 136: Lighting the City of Glass

IMAGE STYLIZATIONPOST EFFECTS

bull Gaussian Bloombull Custom color for each pyramid

level

bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture

bull Lens reflectionbull Transposed and distorted

bloom

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

>

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
  • Slide 74
  • Slide 75
  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
  • Slide 82
  • Slide 83
  • Slide 84
  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
  • Slide 92
  • Slide 93
  • Slide 94
  • Slide 95
  • Slide 96
  • Slide 97
  • Slide 98
  • Slide 99
  • Slide 100
  • Slide 101
  • Slide 102
  • Slide 103
  • Slide 104
  • Slide 105
  • Slide 106
  • Slide 107
  • Slide 108
  • Slide 109
  • Slide 110
  • Slide 111
  • Slide 112
  • Slide 113
  • Slide 114
  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
  • Slide 122
  • Slide 123
  • Slide 124
  • Slide 125
  • Slide 126
  • Slide 127
  • Slide 128
  • Slide 129
  • Slide 130
  • Slide 131
  • Slide 132
  • Slide 133
  • Slide 134
  • Slide 135
  • Slide 136
  • Slide 137
  • Slide 138
  • Slide 139
  • Slide 140
  • Slide 141
  • Slide 142
  • Slide 143
  • Slide 144
  • Slide 145
  • Slide 146
  • Slide 147
  • Slide 148
  • Slide 149
  • Slide 150
  • Slide 151
  • Slide 152
  • Slide 153
  • Slide 154
  • Slide 155
  • Slide 156
  • Slide 157
  • Slide 158
  • Slide 159
  • Slide 160
  • Slide 161
  • Slide 162
  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 137: Lighting the City of Glass

IMAGE STYLIZATIONPOST EFFECTS

bull Simple Volumetrics

bull Additive Spheres

bull Adds depth separation

bull Creates color shift

Work In Progress Visuals

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
  • Slide 74
  • Slide 75
  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
  • Slide 82
  • Slide 83
  • Slide 84
  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
  • Slide 92
  • Slide 93
  • Slide 94
  • Slide 95
  • Slide 96
  • Slide 97
  • Slide 98
  • Slide 99
  • Slide 100
  • Slide 101
  • Slide 102
  • Slide 103
  • Slide 104
  • Slide 105
  • Slide 106
  • Slide 107
  • Slide 108
  • Slide 109
  • Slide 110
  • Slide 111
  • Slide 112
  • Slide 113
  • Slide 114
  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
  • Slide 122
  • Slide 123
  • Slide 124
  • Slide 125
  • Slide 126
  • Slide 127
  • Slide 128
  • Slide 129
  • Slide 130
  • Slide 131
  • Slide 132
  • Slide 133
  • Slide 134
  • Slide 135
  • Slide 136
  • Slide 137
  • Slide 138
  • Slide 139
  • Slide 140
  • Slide 141
  • Slide 142
  • Slide 143
  • Slide 144
  • Slide 145
  • Slide 146
  • Slide 147
  • Slide 148
  • Slide 149
  • Slide 150
  • Slide 151
  • Slide 152
  • Slide 153
  • Slide 154
  • Slide 155
  • Slide 156
  • Slide 157
  • Slide 158
  • Slide 159
  • Slide 160
  • Slide 161
  • Slide 162
  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 138: Lighting the City of Glass

POST EFFECTS

Work In Progress Visuals

Before

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
  • Slide 74
  • Slide 75
  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
  • Slide 82
  • Slide 83
  • Slide 84
  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
  • Slide 92
  • Slide 93
  • Slide 94
  • Slide 95
  • Slide 96
  • Slide 97
  • Slide 98
  • Slide 99
  • Slide 100
  • Slide 101
  • Slide 102
  • Slide 103
  • Slide 104
  • Slide 105
  • Slide 106
  • Slide 107
  • Slide 108
  • Slide 109
  • Slide 110
  • Slide 111
  • Slide 112
  • Slide 113
  • Slide 114
  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
  • Slide 122
  • Slide 123
  • Slide 124
  • Slide 125
  • Slide 126
  • Slide 127
  • Slide 128
  • Slide 129
  • Slide 130
  • Slide 131
  • Slide 132
  • Slide 133
  • Slide 134
  • Slide 135
  • Slide 136
  • Slide 137
  • Slide 138
  • Slide 139
  • Slide 140
  • Slide 141
  • Slide 142
  • Slide 143
  • Slide 144
  • Slide 145
  • Slide 146
  • Slide 147
  • Slide 148
  • Slide 149
  • Slide 150
  • Slide 151
  • Slide 152
  • Slide 153
  • Slide 154
  • Slide 155
  • Slide 156
  • Slide 157
  • Slide 158
  • Slide 159
  • Slide 160
  • Slide 161
  • Slide 162
  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 139: Lighting the City of Glass

POST EFFECTS

Work In Progress Visuals

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

Work In Progress Visuals

After

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
  • Slide 74
  • Slide 75
  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
  • Slide 82
  • Slide 83
  • Slide 84
  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
  • Slide 92
  • Slide 93
  • Slide 94
  • Slide 95
  • Slide 96
  • Slide 97
  • Slide 98
  • Slide 99
  • Slide 100
  • Slide 101
  • Slide 102
  • Slide 103
  • Slide 104
  • Slide 105
  • Slide 106
  • Slide 107
  • Slide 108
  • Slide 109
  • Slide 110
  • Slide 111
  • Slide 112
  • Slide 113
  • Slide 114
  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
  • Slide 122
  • Slide 123
  • Slide 124
  • Slide 125
  • Slide 126
  • Slide 127
  • Slide 128
  • Slide 129
  • Slide 130
  • Slide 131
  • Slide 132
  • Slide 133
  • Slide 134
  • Slide 135
  • Slide 136
  • Slide 137
  • Slide 138
  • Slide 139
  • Slide 140
  • Slide 141
  • Slide 142
  • Slide 143
  • Slide 144
  • Slide 145
  • Slide 146
  • Slide 147
  • Slide 148
  • Slide 149
  • Slide 150
  • Slide 151
  • Slide 152
  • Slide 153
  • Slide 154
  • Slide 155
  • Slide 156
  • Slide 157
  • Slide 158
  • Slide 159
  • Slide 160
  • Slide 161
  • Slide 162
  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 140: Lighting the City of Glass

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

LIVING WORLDSLINEAR MEDIA STREAMING

bull Commercial billboards

bull Newscasts

bull Average color outputbull Drive Simple Volumetrics

and Light color

bull Exposure Compensated

Work In Progress Visuals

>

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
  • Slide 74
  • Slide 75
  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
  • Slide 82
  • Slide 83
  • Slide 84
  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
  • Slide 92
  • Slide 93
  • Slide 94
  • Slide 95
  • Slide 96
  • Slide 97
  • Slide 98
  • Slide 99
  • Slide 100
  • Slide 101
  • Slide 102
  • Slide 103
  • Slide 104
  • Slide 105
  • Slide 106
  • Slide 107
  • Slide 108
  • Slide 109
  • Slide 110
  • Slide 111
  • Slide 112
  • Slide 113
  • Slide 114
  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
  • Slide 122
  • Slide 123
  • Slide 124
  • Slide 125
  • Slide 126
  • Slide 127
  • Slide 128
  • Slide 129
  • Slide 130
  • Slide 131
  • Slide 132
  • Slide 133
  • Slide 134
  • Slide 135
  • Slide 136
  • Slide 137
  • Slide 138
  • Slide 139
  • Slide 140
  • Slide 141
  • Slide 142
  • Slide 143
  • Slide 144
  • Slide 145
  • Slide 146
  • Slide 147
  • Slide 148
  • Slide 149
  • Slide 150
  • Slide 151
  • Slide 152
  • Slide 153
  • Slide 154
  • Slide 155
  • Slide 156
  • Slide 157
  • Slide 158
  • Slide 159
  • Slide 160
  • Slide 161
  • Slide 162
  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 141: Lighting the City of Glass

CINEMATICS

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
  • Slide 74
  • Slide 75
  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
  • Slide 82
  • Slide 83
  • Slide 84
  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
  • Slide 92
  • Slide 93
  • Slide 94
  • Slide 95
  • Slide 96
  • Slide 97
  • Slide 98
  • Slide 99
  • Slide 100
  • Slide 101
  • Slide 102
  • Slide 103
  • Slide 104
  • Slide 105
  • Slide 106
  • Slide 107
  • Slide 108
  • Slide 109
  • Slide 110
  • Slide 111
  • Slide 112
  • Slide 113
  • Slide 114
  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
  • Slide 122
  • Slide 123
  • Slide 124
  • Slide 125
  • Slide 126
  • Slide 127
  • Slide 128
  • Slide 129
  • Slide 130
  • Slide 131
  • Slide 132
  • Slide 133
  • Slide 134
  • Slide 135
  • Slide 136
  • Slide 137
  • Slide 138
  • Slide 139
  • Slide 140
  • Slide 141
  • Slide 142
  • Slide 143
  • Slide 144
  • Slide 145
  • Slide 146
  • Slide 147
  • Slide 148
  • Slide 149
  • Slide 150
  • Slide 151
  • Slide 152
  • Slide 153
  • Slide 154
  • Slide 155
  • Slide 156
  • Slide 157
  • Slide 158
  • Slide 159
  • Slide 160
  • Slide 161
  • Slide 162
  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 142: Lighting the City of Glass

CINEMATICSBELIEVABLE CHARACTERS

bull Model face scan

bull Extract mesh and diffuse texture

bull Different face poses scanned for wrinkle maps

bull But we modified all the faces

bull Stylized Characters

bull Missing reflection information from capture

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
  • Slide 74
  • Slide 75
  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
  • Slide 82
  • Slide 83
  • Slide 84
  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
  • Slide 92
  • Slide 93
  • Slide 94
  • Slide 95
  • Slide 96
  • Slide 97
  • Slide 98
  • Slide 99
  • Slide 100
  • Slide 101
  • Slide 102
  • Slide 103
  • Slide 104
  • Slide 105
  • Slide 106
  • Slide 107
  • Slide 108
  • Slide 109
  • Slide 110
  • Slide 111
  • Slide 112
  • Slide 113
  • Slide 114
  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
  • Slide 122
  • Slide 123
  • Slide 124
  • Slide 125
  • Slide 126
  • Slide 127
  • Slide 128
  • Slide 129
  • Slide 130
  • Slide 131
  • Slide 132
  • Slide 133
  • Slide 134
  • Slide 135
  • Slide 136
  • Slide 137
  • Slide 138
  • Slide 139
  • Slide 140
  • Slide 141
  • Slide 142
  • Slide 143
  • Slide 144
  • Slide 145
  • Slide 146
  • Slide 147
  • Slide 148
  • Slide 149
  • Slide 150
  • Slide 151
  • Slide 152
  • Slide 153
  • Slide 154
  • Slide 155
  • Slide 156
  • Slide 157
  • Slide 158
  • Slide 159
  • Slide 160
  • Slide 161
  • Slide 162
  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 143: Lighting the City of Glass

CINEMATICSBELIEVABLE CHARACTERS

bull Studio lighting test

bull Recreate scene inside Frostbitebull HDR capturebull Identical lightsbull Lights rotating around subject

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

>

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
  • Slide 74
  • Slide 75
  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
  • Slide 82
  • Slide 83
  • Slide 84
  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
  • Slide 92
  • Slide 93
  • Slide 94
  • Slide 95
  • Slide 96
  • Slide 97
  • Slide 98
  • Slide 99
  • Slide 100
  • Slide 101
  • Slide 102
  • Slide 103
  • Slide 104
  • Slide 105
  • Slide 106
  • Slide 107
  • Slide 108
  • Slide 109
  • Slide 110
  • Slide 111
  • Slide 112
  • Slide 113
  • Slide 114
  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
  • Slide 122
  • Slide 123
  • Slide 124
  • Slide 125
  • Slide 126
  • Slide 127
  • Slide 128
  • Slide 129
  • Slide 130
  • Slide 131
  • Slide 132
  • Slide 133
  • Slide 134
  • Slide 135
  • Slide 136
  • Slide 137
  • Slide 138
  • Slide 139
  • Slide 140
  • Slide 141
  • Slide 142
  • Slide 143
  • Slide 144
  • Slide 145
  • Slide 146
  • Slide 147
  • Slide 148
  • Slide 149
  • Slide 150
  • Slide 151
  • Slide 152
  • Slide 153
  • Slide 154
  • Slide 155
  • Slide 156
  • Slide 157
  • Slide 158
  • Slide 159
  • Slide 160
  • Slide 161
  • Slide 162
  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 144: Lighting the City of Glass

CINEMATICSBELIEVABLE CHARACTERS

bull Compare reference picturesto imported face scan

bull Findings

bull Skin Saturation was too highbull Reflectance was too highbull Skin reflectance = 28

bull Smoothness was too high

bull Emissive intensities of some lightfixtures were too strong

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
  • Slide 74
  • Slide 75
  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
  • Slide 82
  • Slide 83
  • Slide 84
  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
  • Slide 92
  • Slide 93
  • Slide 94
  • Slide 95
  • Slide 96
  • Slide 97
  • Slide 98
  • Slide 99
  • Slide 100
  • Slide 101
  • Slide 102
  • Slide 103
  • Slide 104
  • Slide 105
  • Slide 106
  • Slide 107
  • Slide 108
  • Slide 109
  • Slide 110
  • Slide 111
  • Slide 112
  • Slide 113
  • Slide 114
  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
  • Slide 122
  • Slide 123
  • Slide 124
  • Slide 125
  • Slide 126
  • Slide 127
  • Slide 128
  • Slide 129
  • Slide 130
  • Slide 131
  • Slide 132
  • Slide 133
  • Slide 134
  • Slide 135
  • Slide 136
  • Slide 137
  • Slide 138
  • Slide 139
  • Slide 140
  • Slide 141
  • Slide 142
  • Slide 143
  • Slide 144
  • Slide 145
  • Slide 146
  • Slide 147
  • Slide 148
  • Slide 149
  • Slide 150
  • Slide 151
  • Slide 152
  • Slide 153
  • Slide 154
  • Slide 155
  • Slide 156
  • Slide 157
  • Slide 158
  • Slide 159
  • Slide 160
  • Slide 161
  • Slide 162
  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 145: Lighting the City of Glass

CINEMATICSBELIEVABLE CHARACTERS

Lit Base Color AO Smoothness Reflectance Normals

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
  • Slide 74
  • Slide 75
  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
  • Slide 82
  • Slide 83
  • Slide 84
  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
  • Slide 92
  • Slide 93
  • Slide 94
  • Slide 95
  • Slide 96
  • Slide 97
  • Slide 98
  • Slide 99
  • Slide 100
  • Slide 101
  • Slide 102
  • Slide 103
  • Slide 104
  • Slide 105
  • Slide 106
  • Slide 107
  • Slide 108
  • Slide 109
  • Slide 110
  • Slide 111
  • Slide 112
  • Slide 113
  • Slide 114
  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
  • Slide 122
  • Slide 123
  • Slide 124
  • Slide 125
  • Slide 126
  • Slide 127
  • Slide 128
  • Slide 129
  • Slide 130
  • Slide 131
  • Slide 132
  • Slide 133
  • Slide 134
  • Slide 135
  • Slide 136
  • Slide 137
  • Slide 138
  • Slide 139
  • Slide 140
  • Slide 141
  • Slide 142
  • Slide 143
  • Slide 144
  • Slide 145
  • Slide 146
  • Slide 147
  • Slide 148
  • Slide 149
  • Slide 150
  • Slide 151
  • Slide 152
  • Slide 153
  • Slide 154
  • Slide 155
  • Slide 156
  • Slide 157
  • Slide 158
  • Slide 159
  • Slide 160
  • Slide 161
  • Slide 162
  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 146: Lighting the City of Glass

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS Off

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
  • Slide 74
  • Slide 75
  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
  • Slide 82
  • Slide 83
  • Slide 84
  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
  • Slide 92
  • Slide 93
  • Slide 94
  • Slide 95
  • Slide 96
  • Slide 97
  • Slide 98
  • Slide 99
  • Slide 100
  • Slide 101
  • Slide 102
  • Slide 103
  • Slide 104
  • Slide 105
  • Slide 106
  • Slide 107
  • Slide 108
  • Slide 109
  • Slide 110
  • Slide 111
  • Slide 112
  • Slide 113
  • Slide 114
  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
  • Slide 122
  • Slide 123
  • Slide 124
  • Slide 125
  • Slide 126
  • Slide 127
  • Slide 128
  • Slide 129
  • Slide 130
  • Slide 131
  • Slide 132
  • Slide 133
  • Slide 134
  • Slide 135
  • Slide 136
  • Slide 137
  • Slide 138
  • Slide 139
  • Slide 140
  • Slide 141
  • Slide 142
  • Slide 143
  • Slide 144
  • Slide 145
  • Slide 146
  • Slide 147
  • Slide 148
  • Slide 149
  • Slide 150
  • Slide 151
  • Slide 152
  • Slide 153
  • Slide 154
  • Slide 155
  • Slide 156
  • Slide 157
  • Slide 158
  • Slide 159
  • Slide 160
  • Slide 161
  • Slide 162
  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 147: Lighting the City of Glass

CINEMATICSCHARACTERS

bull Subsurface scattering

Work In Progress Visuals

SSS On

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
  • Slide 74
  • Slide 75
  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
  • Slide 82
  • Slide 83
  • Slide 84
  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
  • Slide 92
  • Slide 93
  • Slide 94
  • Slide 95
  • Slide 96
  • Slide 97
  • Slide 98
  • Slide 99
  • Slide 100
  • Slide 101
  • Slide 102
  • Slide 103
  • Slide 104
  • Slide 105
  • Slide 106
  • Slide 107
  • Slide 108
  • Slide 109
  • Slide 110
  • Slide 111
  • Slide 112
  • Slide 113
  • Slide 114
  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
  • Slide 122
  • Slide 123
  • Slide 124
  • Slide 125
  • Slide 126
  • Slide 127
  • Slide 128
  • Slide 129
  • Slide 130
  • Slide 131
  • Slide 132
  • Slide 133
  • Slide 134
  • Slide 135
  • Slide 136
  • Slide 137
  • Slide 138
  • Slide 139
  • Slide 140
  • Slide 141
  • Slide 142
  • Slide 143
  • Slide 144
  • Slide 145
  • Slide 146
  • Slide 147
  • Slide 148
  • Slide 149
  • Slide 150
  • Slide 151
  • Slide 152
  • Slide 153
  • Slide 154
  • Slide 155
  • Slide 156
  • Slide 157
  • Slide 158
  • Slide 159
  • Slide 160
  • Slide 161
  • Slide 162
  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 148: Lighting the City of Glass

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

>

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
  • Slide 74
  • Slide 75
  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
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  • Slide 83
  • Slide 84
  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
  • Slide 92
  • Slide 93
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  • Slide 95
  • Slide 96
  • Slide 97
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  • Slide 99
  • Slide 100
  • Slide 101
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  • Slide 103
  • Slide 104
  • Slide 105
  • Slide 106
  • Slide 107
  • Slide 108
  • Slide 109
  • Slide 110
  • Slide 111
  • Slide 112
  • Slide 113
  • Slide 114
  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
  • Slide 122
  • Slide 123
  • Slide 124
  • Slide 125
  • Slide 126
  • Slide 127
  • Slide 128
  • Slide 129
  • Slide 130
  • Slide 131
  • Slide 132
  • Slide 133
  • Slide 134
  • Slide 135
  • Slide 136
  • Slide 137
  • Slide 138
  • Slide 139
  • Slide 140
  • Slide 141
  • Slide 142
  • Slide 143
  • Slide 144
  • Slide 145
  • Slide 146
  • Slide 147
  • Slide 148
  • Slide 149
  • Slide 150
  • Slide 151
  • Slide 152
  • Slide 153
  • Slide 154
  • Slide 155
  • Slide 156
  • Slide 157
  • Slide 158
  • Slide 159
  • Slide 160
  • Slide 161
  • Slide 162
  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 149: Lighting the City of Glass

CINEMATICSBELIEVABLE CHARACTERS

bull Eye shader

bull Parallax for refractionbull Normal map for iris

concavity

bull Anisotropic Hair Shader

Work In Progress Visuals

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
  • Slide 74
  • Slide 75
  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
  • Slide 82
  • Slide 83
  • Slide 84
  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
  • Slide 92
  • Slide 93
  • Slide 94
  • Slide 95
  • Slide 96
  • Slide 97
  • Slide 98
  • Slide 99
  • Slide 100
  • Slide 101
  • Slide 102
  • Slide 103
  • Slide 104
  • Slide 105
  • Slide 106
  • Slide 107
  • Slide 108
  • Slide 109
  • Slide 110
  • Slide 111
  • Slide 112
  • Slide 113
  • Slide 114
  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
  • Slide 122
  • Slide 123
  • Slide 124
  • Slide 125
  • Slide 126
  • Slide 127
  • Slide 128
  • Slide 129
  • Slide 130
  • Slide 131
  • Slide 132
  • Slide 133
  • Slide 134
  • Slide 135
  • Slide 136
  • Slide 137
  • Slide 138
  • Slide 139
  • Slide 140
  • Slide 141
  • Slide 142
  • Slide 143
  • Slide 144
  • Slide 145
  • Slide 146
  • Slide 147
  • Slide 148
  • Slide 149
  • Slide 150
  • Slide 151
  • Slide 152
  • Slide 153
  • Slide 154
  • Slide 155
  • Slide 156
  • Slide 157
  • Slide 158
  • Slide 159
  • Slide 160
  • Slide 161
  • Slide 162
  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 150: Lighting the City of Glass

CINEMATICSLIGHTING

bull Used a lot of lights

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
  • Slide 74
  • Slide 75
  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
  • Slide 82
  • Slide 83
  • Slide 84
  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
  • Slide 92
  • Slide 93
  • Slide 94
  • Slide 95
  • Slide 96
  • Slide 97
  • Slide 98
  • Slide 99
  • Slide 100
  • Slide 101
  • Slide 102
  • Slide 103
  • Slide 104
  • Slide 105
  • Slide 106
  • Slide 107
  • Slide 108
  • Slide 109
  • Slide 110
  • Slide 111
  • Slide 112
  • Slide 113
  • Slide 114
  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
  • Slide 122
  • Slide 123
  • Slide 124
  • Slide 125
  • Slide 126
  • Slide 127
  • Slide 128
  • Slide 129
  • Slide 130
  • Slide 131
  • Slide 132
  • Slide 133
  • Slide 134
  • Slide 135
  • Slide 136
  • Slide 137
  • Slide 138
  • Slide 139
  • Slide 140
  • Slide 141
  • Slide 142
  • Slide 143
  • Slide 144
  • Slide 145
  • Slide 146
  • Slide 147
  • Slide 148
  • Slide 149
  • Slide 150
  • Slide 151
  • Slide 152
  • Slide 153
  • Slide 154
  • Slide 155
  • Slide 156
  • Slide 157
  • Slide 158
  • Slide 159
  • Slide 160
  • Slide 161
  • Slide 162
  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 151: Lighting the City of Glass

CINEMATICSLIGHTING

bull Used a lot of lights

bull 472 for this scene

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
  • Slide 74
  • Slide 75
  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
  • Slide 82
  • Slide 83
  • Slide 84
  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
  • Slide 92
  • Slide 93
  • Slide 94
  • Slide 95
  • Slide 96
  • Slide 97
  • Slide 98
  • Slide 99
  • Slide 100
  • Slide 101
  • Slide 102
  • Slide 103
  • Slide 104
  • Slide 105
  • Slide 106
  • Slide 107
  • Slide 108
  • Slide 109
  • Slide 110
  • Slide 111
  • Slide 112
  • Slide 113
  • Slide 114
  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
  • Slide 122
  • Slide 123
  • Slide 124
  • Slide 125
  • Slide 126
  • Slide 127
  • Slide 128
  • Slide 129
  • Slide 130
  • Slide 131
  • Slide 132
  • Slide 133
  • Slide 134
  • Slide 135
  • Slide 136
  • Slide 137
  • Slide 138
  • Slide 139
  • Slide 140
  • Slide 141
  • Slide 142
  • Slide 143
  • Slide 144
  • Slide 145
  • Slide 146
  • Slide 147
  • Slide 148
  • Slide 149
  • Slide 150
  • Slide 151
  • Slide 152
  • Slide 153
  • Slide 154
  • Slide 155
  • Slide 156
  • Slide 157
  • Slide 158
  • Slide 159
  • Slide 160
  • Slide 161
  • Slide 162
  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 152: Lighting the City of Glass

CINEMATICSLIGHTING

bull Attached lights to camera track

bull Attached lights to camera track

bull Bugdet of 32 shadow casting lights

bull Larger shadow filtering (gaussian size 15)

bull Shadow dimmer very useful

bull Simple Volumetrics sorting

bull Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
  • Slide 74
  • Slide 75
  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
  • Slide 82
  • Slide 83
  • Slide 84
  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
  • Slide 92
  • Slide 93
  • Slide 94
  • Slide 95
  • Slide 96
  • Slide 97
  • Slide 98
  • Slide 99
  • Slide 100
  • Slide 101
  • Slide 102
  • Slide 103
  • Slide 104
  • Slide 105
  • Slide 106
  • Slide 107
  • Slide 108
  • Slide 109
  • Slide 110
  • Slide 111
  • Slide 112
  • Slide 113
  • Slide 114
  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
  • Slide 122
  • Slide 123
  • Slide 124
  • Slide 125
  • Slide 126
  • Slide 127
  • Slide 128
  • Slide 129
  • Slide 130
  • Slide 131
  • Slide 132
  • Slide 133
  • Slide 134
  • Slide 135
  • Slide 136
  • Slide 137
  • Slide 138
  • Slide 139
  • Slide 140
  • Slide 141
  • Slide 142
  • Slide 143
  • Slide 144
  • Slide 145
  • Slide 146
  • Slide 147
  • Slide 148
  • Slide 149
  • Slide 150
  • Slide 151
  • Slide 152
  • Slide 153
  • Slide 154
  • Slide 155
  • Slide 156
  • Slide 157
  • Slide 158
  • Slide 159
  • Slide 160
  • Slide 161
  • Slide 162
  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 153: Lighting the City of Glass

CINEMATICSLIGHTING

Work In Progress Visuals

Base lighting purposefully dark

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
  • Slide 74
  • Slide 75
  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
  • Slide 82
  • Slide 83
  • Slide 84
  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
  • Slide 92
  • Slide 93
  • Slide 94
  • Slide 95
  • Slide 96
  • Slide 97
  • Slide 98
  • Slide 99
  • Slide 100
  • Slide 101
  • Slide 102
  • Slide 103
  • Slide 104
  • Slide 105
  • Slide 106
  • Slide 107
  • Slide 108
  • Slide 109
  • Slide 110
  • Slide 111
  • Slide 112
  • Slide 113
  • Slide 114
  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
  • Slide 122
  • Slide 123
  • Slide 124
  • Slide 125
  • Slide 126
  • Slide 127
  • Slide 128
  • Slide 129
  • Slide 130
  • Slide 131
  • Slide 132
  • Slide 133
  • Slide 134
  • Slide 135
  • Slide 136
  • Slide 137
  • Slide 138
  • Slide 139
  • Slide 140
  • Slide 141
  • Slide 142
  • Slide 143
  • Slide 144
  • Slide 145
  • Slide 146
  • Slide 147
  • Slide 148
  • Slide 149
  • Slide 150
  • Slide 151
  • Slide 152
  • Slide 153
  • Slide 154
  • Slide 155
  • Slide 156
  • Slide 157
  • Slide 158
  • Slide 159
  • Slide 160
  • Slide 161
  • Slide 162
  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 154: Lighting the City of Glass

CINEMATICSLIGHTING

Work In Progress Visuals

Key light

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
  • Slide 74
  • Slide 75
  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
  • Slide 82
  • Slide 83
  • Slide 84
  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
  • Slide 92
  • Slide 93
  • Slide 94
  • Slide 95
  • Slide 96
  • Slide 97
  • Slide 98
  • Slide 99
  • Slide 100
  • Slide 101
  • Slide 102
  • Slide 103
  • Slide 104
  • Slide 105
  • Slide 106
  • Slide 107
  • Slide 108
  • Slide 109
  • Slide 110
  • Slide 111
  • Slide 112
  • Slide 113
  • Slide 114
  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
  • Slide 122
  • Slide 123
  • Slide 124
  • Slide 125
  • Slide 126
  • Slide 127
  • Slide 128
  • Slide 129
  • Slide 130
  • Slide 131
  • Slide 132
  • Slide 133
  • Slide 134
  • Slide 135
  • Slide 136
  • Slide 137
  • Slide 138
  • Slide 139
  • Slide 140
  • Slide 141
  • Slide 142
  • Slide 143
  • Slide 144
  • Slide 145
  • Slide 146
  • Slide 147
  • Slide 148
  • Slide 149
  • Slide 150
  • Slide 151
  • Slide 152
  • Slide 153
  • Slide 154
  • Slide 155
  • Slide 156
  • Slide 157
  • Slide 158
  • Slide 159
  • Slide 160
  • Slide 161
  • Slide 162
  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 155: Lighting the City of Glass

CINEMATICSLIGHTING

Work In Progress Visuals

First fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
  • Slide 74
  • Slide 75
  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
  • Slide 82
  • Slide 83
  • Slide 84
  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
  • Slide 92
  • Slide 93
  • Slide 94
  • Slide 95
  • Slide 96
  • Slide 97
  • Slide 98
  • Slide 99
  • Slide 100
  • Slide 101
  • Slide 102
  • Slide 103
  • Slide 104
  • Slide 105
  • Slide 106
  • Slide 107
  • Slide 108
  • Slide 109
  • Slide 110
  • Slide 111
  • Slide 112
  • Slide 113
  • Slide 114
  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
  • Slide 122
  • Slide 123
  • Slide 124
  • Slide 125
  • Slide 126
  • Slide 127
  • Slide 128
  • Slide 129
  • Slide 130
  • Slide 131
  • Slide 132
  • Slide 133
  • Slide 134
  • Slide 135
  • Slide 136
  • Slide 137
  • Slide 138
  • Slide 139
  • Slide 140
  • Slide 141
  • Slide 142
  • Slide 143
  • Slide 144
  • Slide 145
  • Slide 146
  • Slide 147
  • Slide 148
  • Slide 149
  • Slide 150
  • Slide 151
  • Slide 152
  • Slide 153
  • Slide 154
  • Slide 155
  • Slide 156
  • Slide 157
  • Slide 158
  • Slide 159
  • Slide 160
  • Slide 161
  • Slide 162
  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 156: Lighting the City of Glass

CINEMATICSLIGHTING

Work In Progress Visuals

Secondary fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
  • Slide 74
  • Slide 75
  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
  • Slide 82
  • Slide 83
  • Slide 84
  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
  • Slide 92
  • Slide 93
  • Slide 94
  • Slide 95
  • Slide 96
  • Slide 97
  • Slide 98
  • Slide 99
  • Slide 100
  • Slide 101
  • Slide 102
  • Slide 103
  • Slide 104
  • Slide 105
  • Slide 106
  • Slide 107
  • Slide 108
  • Slide 109
  • Slide 110
  • Slide 111
  • Slide 112
  • Slide 113
  • Slide 114
  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
  • Slide 122
  • Slide 123
  • Slide 124
  • Slide 125
  • Slide 126
  • Slide 127
  • Slide 128
  • Slide 129
  • Slide 130
  • Slide 131
  • Slide 132
  • Slide 133
  • Slide 134
  • Slide 135
  • Slide 136
  • Slide 137
  • Slide 138
  • Slide 139
  • Slide 140
  • Slide 141
  • Slide 142
  • Slide 143
  • Slide 144
  • Slide 145
  • Slide 146
  • Slide 147
  • Slide 148
  • Slide 149
  • Slide 150
  • Slide 151
  • Slide 152
  • Slide 153
  • Slide 154
  • Slide 155
  • Slide 156
  • Slide 157
  • Slide 158
  • Slide 159
  • Slide 160
  • Slide 161
  • Slide 162
  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 157: Lighting the City of Glass

CINEMATICSLIGHTING

Work In Progress Visuals

Background light

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
  • Slide 74
  • Slide 75
  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
  • Slide 82
  • Slide 83
  • Slide 84
  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
  • Slide 92
  • Slide 93
  • Slide 94
  • Slide 95
  • Slide 96
  • Slide 97
  • Slide 98
  • Slide 99
  • Slide 100
  • Slide 101
  • Slide 102
  • Slide 103
  • Slide 104
  • Slide 105
  • Slide 106
  • Slide 107
  • Slide 108
  • Slide 109
  • Slide 110
  • Slide 111
  • Slide 112
  • Slide 113
  • Slide 114
  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
  • Slide 122
  • Slide 123
  • Slide 124
  • Slide 125
  • Slide 126
  • Slide 127
  • Slide 128
  • Slide 129
  • Slide 130
  • Slide 131
  • Slide 132
  • Slide 133
  • Slide 134
  • Slide 135
  • Slide 136
  • Slide 137
  • Slide 138
  • Slide 139
  • Slide 140
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  • Slide 162
  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 158: Lighting the City of Glass

CINEMATICSLIGHTING

Work In Progress Visuals

Top Fill light

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
  • Slide 74
  • Slide 75
  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
  • Slide 82
  • Slide 83
  • Slide 84
  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
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  • Slide 93
  • Slide 94
  • Slide 95
  • Slide 96
  • Slide 97
  • Slide 98
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  • Slide 104
  • Slide 105
  • Slide 106
  • Slide 107
  • Slide 108
  • Slide 109
  • Slide 110
  • Slide 111
  • Slide 112
  • Slide 113
  • Slide 114
  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
  • Slide 122
  • Slide 123
  • Slide 124
  • Slide 125
  • Slide 126
  • Slide 127
  • Slide 128
  • Slide 129
  • Slide 130
  • Slide 131
  • Slide 132
  • Slide 133
  • Slide 134
  • Slide 135
  • Slide 136
  • Slide 137
  • Slide 138
  • Slide 139
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  • Slide 146
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  • Slide 159
  • Slide 160
  • Slide 161
  • Slide 162
  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 159: Lighting the City of Glass

CINEMATICSLIGHTING

Work In Progress Visuals

Rim light

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
  • Slide 74
  • Slide 75
  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
  • Slide 82
  • Slide 83
  • Slide 84
  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
  • Slide 92
  • Slide 93
  • Slide 94
  • Slide 95
  • Slide 96
  • Slide 97
  • Slide 98
  • Slide 99
  • Slide 100
  • Slide 101
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  • Slide 105
  • Slide 106
  • Slide 107
  • Slide 108
  • Slide 109
  • Slide 110
  • Slide 111
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  • Slide 113
  • Slide 114
  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
  • Slide 122
  • Slide 123
  • Slide 124
  • Slide 125
  • Slide 126
  • Slide 127
  • Slide 128
  • Slide 129
  • Slide 130
  • Slide 131
  • Slide 132
  • Slide 133
  • Slide 134
  • Slide 135
  • Slide 136
  • Slide 137
  • Slide 138
  • Slide 139
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  • Slide 144
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  • Slide 146
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  • Slide 157
  • Slide 158
  • Slide 159
  • Slide 160
  • Slide 161
  • Slide 162
  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 160: Lighting the City of Glass

CINEMATICSLIGHTING

Work In Progress Visuals

Area Light reflected in the eye

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
  • Slide 67
  • Slide 68
  • Slide 69
  • Slide 70
  • Slide 71
  • Slide 72
  • Slide 73
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  • Slide 76
  • Slide 77
  • Slide 78
  • Slide 79
  • Slide 80
  • Slide 81
  • Slide 82
  • Slide 83
  • Slide 84
  • Slide 85
  • Slide 86
  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
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  • Slide 93
  • Slide 94
  • Slide 95
  • Slide 96
  • Slide 97
  • Slide 98
  • Slide 99
  • Slide 100
  • Slide 101
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  • Slide 103
  • Slide 104
  • Slide 105
  • Slide 106
  • Slide 107
  • Slide 108
  • Slide 109
  • Slide 110
  • Slide 111
  • Slide 112
  • Slide 113
  • Slide 114
  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
  • Slide 122
  • Slide 123
  • Slide 124
  • Slide 125
  • Slide 126
  • Slide 127
  • Slide 128
  • Slide 129
  • Slide 130
  • Slide 131
  • Slide 132
  • Slide 133
  • Slide 134
  • Slide 135
  • Slide 136
  • Slide 137
  • Slide 138
  • Slide 139
  • Slide 140
  • Slide 141
  • Slide 142
  • Slide 143
  • Slide 144
  • Slide 145
  • Slide 146
  • Slide 147
  • Slide 148
  • Slide 149
  • Slide 150
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  • Slide 152
  • Slide 153
  • Slide 154
  • Slide 155
  • Slide 156
  • Slide 157
  • Slide 158
  • Slide 159
  • Slide 160
  • Slide 161
  • Slide 162
  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 161: Lighting the City of Glass

CINEMATICSLIGHTING

Work In Progress Visuals

Shadow dimmer on main light

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
  • Slide 64
  • Slide 65
  • Slide 66
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  • Slide 76
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  • Slide 79
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  • Slide 83
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  • Slide 85
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  • Slide 87
  • Slide 88
  • Slide 89
  • Slide 90
  • Slide 91
  • Slide 92
  • Slide 93
  • Slide 94
  • Slide 95
  • Slide 96
  • Slide 97
  • Slide 98
  • Slide 99
  • Slide 100
  • Slide 101
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  • Slide 104
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  • Slide 108
  • Slide 109
  • Slide 110
  • Slide 111
  • Slide 112
  • Slide 113
  • Slide 114
  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
  • Slide 121
  • Slide 122
  • Slide 123
  • Slide 124
  • Slide 125
  • Slide 126
  • Slide 127
  • Slide 128
  • Slide 129
  • Slide 130
  • Slide 131
  • Slide 132
  • Slide 133
  • Slide 134
  • Slide 135
  • Slide 136
  • Slide 137
  • Slide 138
  • Slide 139
  • Slide 140
  • Slide 141
  • Slide 142
  • Slide 143
  • Slide 144
  • Slide 145
  • Slide 146
  • Slide 147
  • Slide 148
  • Slide 149
  • Slide 150
  • Slide 151
  • Slide 152
  • Slide 153
  • Slide 154
  • Slide 155
  • Slide 156
  • Slide 157
  • Slide 158
  • Slide 159
  • Slide 160
  • Slide 161
  • Slide 162
  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 162: Lighting the City of Glass

CINEMATICSLIGHTING

Work In Progress Visuals

Better shadow filtering

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
  • Slide 9
  • Slide 10
  • Slide 11
  • Slide 12
  • Slide 13
  • Slide 14
  • Slide 15
  • Slide 16
  • Slide 17
  • Slide 18
  • Slide 19
  • Slide 20
  • Slide 21
  • Slide 22
  • Slide 23
  • Slide 24
  • Slide 25
  • Slide 26
  • Slide 27
  • Slide 28
  • Slide 29
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Slide 34
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • Slide 48
  • Slide 49
  • Slide 50
  • Slide 51
  • Slide 52
  • Slide 53
  • Slide 54
  • Slide 55
  • Slide 56
  • Slide 57
  • Slide 58
  • Slide 59
  • Slide 60
  • Slide 61
  • Slide 62
  • Slide 63
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  • Slide 79
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  • Slide 106
  • Slide 107
  • Slide 108
  • Slide 109
  • Slide 110
  • Slide 111
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  • Slide 113
  • Slide 114
  • Slide 115
  • Slide 116
  • Slide 117
  • Slide 118
  • Slide 119
  • Slide 120
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  • Slide 122
  • Slide 123
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  • Slide 126
  • Slide 127
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  • Slide 130
  • Slide 131
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  • Slide 134
  • Slide 135
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  • Slide 143
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  • Slide 150
  • Slide 151
  • Slide 152
  • Slide 153
  • Slide 154
  • Slide 155
  • Slide 156
  • Slide 157
  • Slide 158
  • Slide 159
  • Slide 160
  • Slide 161
  • Slide 162
  • Slide 163
  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 163: Lighting the City of Glass

CINEMATICSLIGHTING

Work In Progress Visuals

Sprite DoF

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
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Page 164: Lighting the City of Glass

CINEMATICSLIGHTING

Work In Progress Visuals

Emissive shapes for bokeh

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
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  • Slide 8
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  • Slide 164
  • Slide 165
  • Slide 166
  • Slide 167
Page 165: Lighting the City of Glass

CONCLUSION

bull Know your PBRbull Work with referencesbull Respect the ground rules Dynamic Lighting doesnrsquot forgive

bull Break your PBRbull Make up for inaccuraciesbull Enhance the visuals

bull Stay in controlbull Do not use the wrong fix for the wrong problem

bull The result is what matters

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
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  • Slide 3
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  • Slide 167
Page 166: Lighting the City of Glass

TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo

THANKS

bull The entire Mirrorrsquos Edge team

bull Anton Palmqvist Lighting Artistbull Karl Stjernberg Lighting Artistbull Ben Hutchings Cutscene Lighting Artistbull Hus Zekayi Cutscene Lighting Artist

bull Jhony Ljungstedt Art Directorbull Mikael Linderholm Technical Art Director

bull Yasin Uludag Graphics Programmerbull Mikael Uddholm Graphics Programmerbull Mark Scheurwater Software Engineerbull Michael Lidgren Software Engineer

bull Frostbite Rendering team

bull Gustav Bodare and Edvard Sandberg for the Physical Sky

fabienchristindiceseQUESTIONS

  • Slide 1
  • Slide 2
  • Slide 3
  • Slide 4
  • Slide 5
  • Slide 6
  • Slide 7
  • Slide 8
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Page 167: Lighting the City of Glass

fabienchristindiceseQUESTIONS

  • Slide 1
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