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  • 8/9/2019 NPAR07 Illustrative Rendering in Team Fortress 2 Slides

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    2007 Valve Corporation. All Rights Reserved.

    IllustrativeIllustrative

    Rendering inRendering inTeam Fortress 2Team Fortress 2

    Jason MitchellJason Mitchell

    Moby FranckeMoby Francke

    Dhabih EngDhabih Eng

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    Motivations and related work

    Environments

    Characters and interactive shading Future work

    OutlineOutline

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    Team Fortress 2Team Fortress 2

    Class-based multiplayercombat game which will bereleased this fall

    Unique visual style

    Differentiation - multiplayercombat games tend toembrace a contemporaryphotorealistic look

    Gameplay -Team Fortress

    has always featuredcartoonish, over-the-topsituations

    Readability - Classdifferentiation is the core of

    Team Fortress 2, hence weneeded to be able to clearlydifferentiate classes visually

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    Value contrast

    Simple forms No unnecessarily off-kilter shapes

    Minimize visual noise Texture and geometric

    Minimize repetition

    Environment Design PrinciplesEnvironment Design Principles

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    Contrasting Team PropertiesContrasting Team Properties

    Red Warm colors

    Natural materials

    Angular geometry

    Blue Cool colors

    Industrial materials Orthogonal forms

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    Blue base in 2fort map

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    Red base in 2fort map

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    Photorealistic techniques from our other games Radiosity-generated light maps Special effects such as reflection and refraction

    Hand-painted textures with minimal noise,applied directly to 3D geometry Loose details with visible brush strokes Inherent solidity and frame-to-frame coherence Hold up under magnification better than

    photoreference

    Brush strokes appear in perspective, not in the2D image plane [Miyazaki02]

    High frequency detail in photorealistic gamescan overpower design

    World RenderingWorld Rendering

    Color Palette

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    MiyazakiMiyazaki Brush Width ForeshortenedBrush Width Foreshortened

    Background plates from

    Spirited Away

    Background plates fromBackground plates from

    Spirited AwaySpirited Away

    Can easily imagine a 3D cameramove between these 2D views of

    the same space

    2007 Valve Corporation. All Rights Reserved.

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    Neutral EntitiesNeutral Entities

    Variations in hue and saturation areused to differentiate neutral entitiesin the game world

    A hue other than red or blue createsdisassociation from either team color Increased saturation makes these

    important entities stand out in the

    desaturated environment Equally beneficial or dangerous to

    either team Beneficial green / cyan health pickups Dangerous yellow train yard gates

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    Character Design GoalsCharacter Design Goals

    Easily visible against environment

    Characters must be readable quickly by other players

    Communicate shape via shading and silhouetteunder all lighting conditions

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    ( ) ( ) ( ) ( )dyellowdblue kklnkkln +

    +++

    +

    2

    1

    2

    11

    2

    1

    2

    1

    Gooch, 1998Gooch, 1998

    Hue and luminance shifts indicate surfaceorientation relative to light

    Blend between warm and cool based upon

    unclamped Lambertian term, underlying albedoand some free parameters

    Extreme lights and darks are reserved for edgelines and highlights

    ConventionalShading

    GoochShading

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    Lake, 2000Lake, 2000

    Lake used a 1D texture lookupbased upon the Lambertian term

    to simulate the limited color

    palette cartoonists use forpainting cels

    Also allows for the inclusion of a

    view-independent pseudospecular highlight by including a

    small number of bright texels at

    the lit end of the 1D texture map

    NL

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    Barla, 2006Barla, 2006

    Barla has extended this technique by using a 2D texture lookup toincorporate view-dependent and level-of-detail effects.

    Fresnel-like creates a hard virtual backlight which is essentially arim-lighting term, though this term is not designed to correspond to

    any particular lighting environment.

    NL NL

    |NV|r |NV|r

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    Early 20th Century Commercial IllustrationEarly 20th Century Commercial Illustration

    Chose to adopt specific conventions of thecommercial illustrator J. C. Leyendecker:

    Shading obeys a warm-to-cool hue shift. Shadows go to

    cool, not black Saturation increases at the terminator with respect to a given

    light source. The terminator is often reddened.

    On characters, interior details such as clothing folds arechosen to echo silhouette shapes

    Silhouettes are often emphasized with rim highlights ratherthan dark outlines

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    J.C. Leyendecker

    Arrow collar advertisement, 1929

    J.C. Leyendecker

    Swimmin Hole, 1935

    Rim Highlights

    Red Terminator

    2007 Valve Corporation. All Rights Reserved.

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    J.C. Leyendecker

    Thanksgiving 1628-1928

    J.C. Leyendecker

    Tally-Ho, 1930

    Clothing Folds

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    Engineer ConceptEngineer Concept

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    Rim Highlighting: BeforeRim Highlighting: Before

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    Rim Highlighting: AfterRim Highlighting: After

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    Players must be able to quickly identify other players by team, classand selected weapon at a variety of distances and viewpoints

    We think of this in terms of a visual read hierarchy Design Goals

    Team Friend or Foe? Color

    Class Run or Attack? Distinctive silhouettes

    Body proportions

    Weapons Shoes, hats and clothing folds

    Selected weapon Whats he packin?

    Highest contrast at chest level, where weapon is held Gradient from dark feet to light chest

    Color Palette

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    Character Lighting EquationCharacter Lighting Equation

    ( ) ( )( ) +

    ++

    ii

    L

    i

    d lnwcnak 1=

    ( ) ( )( )[ ] ( ) ( )vakfunrvkfrvfmaxkc rrrimkirrspeckissiL

    i

    ,1=

    +

    View independentView independent

    ViewView--dependentdependent

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    ( ) ( )( )

    ++

    ii

    L

    i

    d lnwcnak

    1=

    View Independent TermsView Independent Terms

    Spatially-varying directionalambient

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    ( ) ( )( )

    ++

    ii

    L

    i

    d lnwcnak

    1=

    View Independent TermsView Independent Terms

    Spatially-varying directionalambient

    Modified Lambertian terms

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    ( ) ( )( )

    ++

    ii

    L

    i

    d lnwcnak

    1=

    View Independent TermsView Independent Terms

    Spatially-varying directionalambient

    Modified Lambertian terms Unclamped Lambertian term

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    ( ) ( )( )

    ++

    ii

    L

    i

    d lnwcnak

    1=

    View Independent TermsView Independent Terms

    Spatially-varying directionalambient

    Modified Lambertian terms Unclamped Lambertian term Scale, bias and exponent

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    ( ) ( )( )

    ++

    ii

    L

    i

    d lnwcnak

    1=

    View Independent TermsView Independent Terms

    Spatially-varying directionalambient

    Modified Lambertian terms Unclamped Lambertian term Scale, bias and exponent Warping function

    Albedo ( )2

    12

    1+ ln

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    ( ) ( )( )

    ++

    ii

    L

    i

    d lnwcnak

    1=

    View Independent TermsView Independent Terms

    Spatially-varying directionalambient

    Modified Lambertian terms Unclamped Lambertian term Scale, bias and exponent

    Warping function

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    ( ) ( )( )

    ++

    ii

    L

    i

    d lnwcnak

    1=

    View Independent TermsView Independent Terms

    Spatially-varying directionalambient

    Modified Lambertian terms Unclamped Lambertian term Scale, bias and exponent Warping function

    Albedo

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    2007 Valve Corporation. All Rights Reserved.

    ( ) ( )( )

    ++

    ii

    L

    i

    d lnwcnak

    1=

    View Independent TermsView Independent Terms

    Spatially-varying directionalambient

    Modified Lambertian terms Unclamped Lambertian term Scale, bias and exponent Warping function

    Albedo

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    Ambient CubeAmbient Cube

    Grounds characters in game worlds Pre-compute irradiance samples

    throughout the environment

    Variable density irradiance volume[Greger98] where each sampledefines an irradiance environmentmap [Ramamoorthi01]

    Directional ambient term whichincludes only indirect light

    Lights beyond the first four can beadded to the ambient cube

    Used in a novel way in rim lighting,which well discuss in a moment

    Directional AmbientDirectional Ambient Constant AmbientConstant Ambient

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    ( ) ( )( )[ ] ( ) ( )vakfunrvkfrvfmaxkc rrrimkirrspeckissiL

    i

    ,1=

    +

    ViewView--dependent Termsdependent Terms

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    ( ) ( )( )[ ] ( ) ( )vakfunrvkfrvfmaxkc rrrimkirrspeckissiL

    i

    ,1=

    +

    ViewView--dependent Termsdependent Terms

    Multiple Phong terms per light

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    ( ) ( )( )[ ] ( ) ( )vakfunrvkfrvfmaxkc rrrimkirrspeckissiL

    i

    ,1=

    +

    ViewView--dependent Termsdependent Terms

    Multiple Phong terms per light krim broad, constant exponent

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    ( ) ( )( )[ ] ( ) ( )vakfunrvkfrvfmaxkc rrrimkirrspeckissiL

    i

    ,1=

    +

    ViewView--dependent Termsdependent Terms

    Multiple Phong terms per light krim broad, constant exponent

    kspec exponent (constant or texture)

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    ( ) ( )( )[ ] ( ) ( )vakfunrvkfrvfmaxkc rrrimkirrspeckissiL

    i

    ,1=

    +

    ViewView--dependent Termsdependent Terms

    Multiple Phong terms per light krim broad, constant exponent

    kspec exponent (constant or texture)

    fs artist tuned Fresnel term

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    ( ) ( )( )[ ] ( ) ( )vakfunrvkfrvfmaxkc rrrimkirrspeckissiL

    i

    ,1=

    +

    ViewView--dependent Termsdependent Terms

    Multiple Phong terms per light krim broad, constant exponent

    kspec exponent (constant or texture)

    fs artist tuned Fresnel term

    fr rim Fresnel term, (1-(nv))4

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    ( ) ( )( )[ ] ( ) ( )vakfunrvkfrvfmaxkc rrrimkirrspeckissiL

    i

    ,1=

    +

    ViewView--dependent Termsdependent Terms

    Multiple Phong terms per light krim broad, constant exponent kspec exponent (constant or texture)

    fs artist tuned Fresnel term

    fr rim Fresnel term, (1-(nv))4

    kr

    rim mask texture

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    ( ) ( )( )[ ] ( ) ( )vakfunrvkfrvfmaxkc rrrimkirrspeckissiL

    i

    ,1=

    +

    ViewView--dependent Termsdependent Terms

    Multiple Phong terms per light krim broad, constant exponent

    kspec exponent (constant or texture)

    fs artist tuned Fresnel term

    fr rim Fresnel term, (1-(nv))4

    kr rim mask texture ks specular mask texture

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    2007 Valve Corporation. All Rights Reserved.

    ( ) ( )( )[ ] ( ) ( )vakfunrvkfrvfmaxkc rrrimkirrspeckissiL

    i

    ,1=

    +

    ViewView--dependent Termsdependent Terms

    Multiple Phong terms per light krim broad, constant exponent

    kspec exponent (constant or texture)

    fs artist tuned Fresnel term

    fr rim Fresnel term, (1-(nv))4

    kr rim mask texture ks specular mask texture

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    ( ) ( )( )[ ] ( ) ( )vakfunrvkfrvfmaxkc rrrimkirrspeckissiL

    i

    ,1=

    +

    ViewView--dependent Termsdependent Terms

    Multiple Phong terms per light krim broad, constant exponent

    kspec exponent (constant or texture)

    fs artist tuned Fresnel term

    fr rim Fresnel term, (1-(nv))4

    kr rim mask texture ks specular mask texture

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    2007 Valve Corporation. All Rights Reserved.

    ( ) ( )( )[ ] ( ) ( )vakfunrvkfrvfmaxkc rrrimkirrspeckissiL

    i

    ,1=

    +

    ViewView--dependent Termsdependent Terms

    Multiple Phong terms per light krim broad, constant exponent

    kspec exponent (constant or texture)

    fs artist tuned Fresnel term

    fr rim Fresnel term, (1-(nv))4

    kr rim mask texture ks specular mask texture

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    ( ) ( )( )[ ] ( ) ( )vakfunrvkfrvfmaxkc rrrimkirrspeckissiL

    i

    ,1=

    +

    ViewView--dependent Termsdependent Terms

    Multiple Phong terms per light krim broad, constant exponent kspec exponent (constant or texture) fs artist tuned Fresnel term fr rim Fresnel term, (1-(nv))

    4

    kr rim mask texture

    ks specular mask texture Dedicated rim lighting

    a(v) Directional ambient evaluated with v

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    2007 Valve Corporation. All Rights Reserved.

    ( ) ( )( )[ ] ( ) ( )vakfunrvkfrvfmaxkc rrrimkirrspeckissiL

    i

    ,1=

    +

    ViewView--dependent Termsdependent Terms

    Multiple Phong terms per light krim broad, constant exponent kspec exponent (constant or texture)

    fs artist tuned Fresnel term

    fr rim Fresnel term, (1-(nv))4

    kr

    rim mask texture

    ks specular mask texture

    Dedicated rim lighting a(v) Directional ambient evaluated with v

    kr same rim mask

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    ( ) ( )( )[ ] ( ) ( )vakfunrvkfrvfmaxkc rrrimkirrspeckissiL

    i

    ,1=

    +

    ViewView--dependent Termsdependent Terms

    Multiple Phong terms per light krim broad, constant exponent kspec exponent (constant or texture) fs artist tuned Fresnel term fr rim Fresnel term, (1-(nv))

    4

    kr rim mask texture

    ks specular mask texture Dedicated rim lighting

    a(v) Directional ambient evaluated with v kr same rim mask fr same rim Fresnel

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    ( ) ( )( )[ ] ( ) ( )vakfunrvkfrvfmaxkc rrrimkirrspeckissiL

    i

    ,1=

    +

    ViewView--dependent Termsdependent Terms

    Multiple Phong terms per light krim broad, constant exponent kspec exponent (constant or texture) fs artist tuned Fresnel term fr rim Fresnel term, (1-(nv))

    4

    kr rim mask texture

    ks specular mask texture Dedicated rim lighting

    a(v) Directional ambient evaluated with v kr same rim mask fr same rim Fresnel nu term that makes rim highlights tend to

    come from above (u is up vector)

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    ( ) ( )( )[ ] ( ) ( )vakfunrvkfrvfmaxkc rrrimkirrspeckissiL

    i

    ,1=

    +

    ViewView--dependent Termsdependent Terms

    Multiple Phong terms per light krim broad, constant exponent kspec exponent (constant or texture) fs artist tuned Fresnel term fr rim Fresnel term, (1-(nv))

    4

    kr rim mask texture

    ks specular mask texture Dedicated rim lighting

    a(v) Directional ambient evaluated with v kr same rim mask fr same rim Fresnel nu term that makes rim highlights tend to

    come from above (u is up vector)

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    ( ) ( )( )[ ] ( ) ( )vakfunrvkfrvfmaxkc rrrimkirrspeckissiL

    i

    ,1=

    +

    ViewView--dependent Termsdependent Terms

    Multiple Phong terms per light krim broad, constant exponent kspec exponent (constant or texture) fs artist tuned Fresnel term fr rim Fresnel term, (1-(nv))

    4

    kr rim mask texture

    ks specular mask texture Dedicated rim lighting

    a(v) Directional ambient evaluated with v kr same rim mask fr same rim Fresnel nu term that makes rim highlights tend to

    come from above (u is up vector)

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    ( ) ( )( )[ ] ( ) ( )vakfunrvkfrvfmaxkc rrrimkirrspeckissiL

    i

    ,1=

    +

    ViewView--dependent Termsdependent Terms

    Multiple Phong terms per light krim broad, constant exponent kspec exponent (constant or texture) fs artist tuned Fresnel term fr rim Fresnel term, (1-(nv))

    4

    kr rim mask texture

    ks specular mask texture Dedicated rim lighting

    a(v) Directional ambient evaluated with v kr same rim mask fr same rim Fresnel nu term that makes rim highlights tend to

    come from above (u is up vector)

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    [Heidrich98]

    More flexible specular Anisotropic highlights [Heidrich98]

    [Gooch98]

    Future WorkFuture Work

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    More flexible specular Anisotropic highlights [Heidrich98]

    [Gooch98]

    Future WorkFuture Work

    [Gooch98]

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    [Anjyo03]

    More flexible specular Anisotropic highlights [Heidrich98]

    [Gooch98]

    Shaping highlights [Anjyo03]

    Future WorkFuture Work

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    More flexible specular Anisotropic highlights [Heidrich98]

    [Gooch98]

    Shaping highlights [Anjyo03]

    More reliable rim term

    Future WorkFuture Work

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    [Luft06]

    More flexible specular Anisotropic highlights [Heidrich98]

    [Gooch98]

    Shaping highlights [Anjyo03]

    More reliable rim term

    Image-space contrastenhancement [Luft06]

    Future WorkFuture Work

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    [DeCoro07]

    More flexible specular Anisotropic highlights [Heidrich98]

    [Gooch98]

    Shaping highlights [Anjyo03]

    More reliable rim term

    Image-space contrastenhancement [Luft06]

    Abstracted shadows [DeCoro07]

    Future WorkFuture Work

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    Motivations and related work

    Environments

    Characters and interactiveshading

    Future work

    ConclusionConclusion