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Lighting Killzone : Shadow Fall

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Lighting Killzone : Shadow Fall

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Lighting Killzone : Shadow Fall

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  1. Lighting Killzone : Shadow Fall Michal Drobot Senior Tech Programmer Guerrilla Games

  2. Intro  Guerrilla Games is SCEE studio based in Amsterdam  Working on two Playstation 4 titles:  Killzone: Shadow Fall  New IP  Killzone: Shadow Fall is a launch tile  Annouced during Playstation 4 reveal  Running on target 1080p 30fps

  3. Focus  Physically Based Lighting  Physically Based Area Lights  Rendering Pipeline

  4. Motivation  Killzone 3  Shipped in 2011  Matured PS3 technology  Considered one of generation visual benchmark titles  Killzone : Shadow Fall  Next generation launch title  How does it compare?

  5. Generation change

  6. Motivation  Physically Based Lighting  Easier to achieve hyperrealism / photorealism  Consistent look in different HDR environments  Simple material interface for artists  Easy troubleshooting and extension

  7. Theory

  8. Light Flux Radiance (L) Irradiance (E)  Irradiance = integrated light incoming from all directions (diffuse)  Radiance = light incoming from one direction (specular reflection)

  9. Image Based Lighting (IBL) Courtesy of ILM

  10. Courtesy of ILM

  11. Courtesy of ILM

  12. Physically Based Lighting Model  Physically Based Shading Model  Responsible for surface response to incoming light depending on various surface physical properties  Physically Based Lights  Responsible for light flux calculation in the scene depending on various lights with physical properties

  13. Physically Based Shading : Real life examples  Specular  Dominant part of visible lighting  Every material exhibits specular lighting  Angle dependent  Material type dependant

  14. Real life lighting Diffuse Specular Courtesy of John Hable

  15. Real life lighting Diffuse Specular Courtesy of John Hable

  16. Real life lighting Diffuse Specular Courtesy of John Hable

  17. Diffuse Specular Real life lighting + Specular Diffuse Courtesy of John Hable

  18. BRDF Diffuse Specular Eye

  19. Fresnel Reflection ‘Rough’ Refraction

  20. Non metals

  21. Metals

  22. Roughness ‘Smooth’ ‘Rough’

  23. Roughness ‘Smooth’

  24. Visibility / Self Shadowing

  25. Non - Energy Conservative Energy Conservative

  26. Workflow  3 main parameters  Albedo (RGB8)  Roughness (R8)  Specular Reflectance (RGB8)  Material response  Decoupled from Lighting  Works in any light environment  Review assets in different IBL lighting environments

  27. Rough (0.0) Smooth (1.0) Diffuse

  28. Material properties  Measured values for most materials  Available in physical tables  Every material can be roughly defined by those parameters  We provided them as Photoshop color swatches  Base for hand painted textures

  29. Use case  Material  Old iron plate  Covered in paint  Scratches  Bullet holes  Rust

  30. Simplified Roughness texture Thin old paint, scratched, showing off iron underneath Due weathering effects smoothened R = High Pure rust R = very low Rusting metal R = mixed, sparkles of medium smooth metal Bullet hole High temperature smoothens iron (due to impact energy) R = very high Pure old paint R = medium

  31. Simplified Specular Reflectance texture Thin old paint, scratched, showing off iron underneath SR = Low Iron Pure rust, non metal SR = Low, non metal Rusting metal, SR = Medium, non metal, Sparkles of Low Iron Bullet hole exposes pure Iron SR = Iron Pure paint SR = Low, Medium, High non metal, Depends on paint type Old paint = Low New paint = Medium / High

  32. Simplified Albedo texture White thin old paint, scratched, showing off iron underneath A = Dark gray (showing off metal) Pure rust, A = Rusty in range of old concrete Bullet hole exposes pure Iron A = Very dark (metal) White old paint A = White in albedo range of concrete (light gray)

  33.  Shadow Fall BRDF  Based on Cook-Torrance  Fresnel  Smith Schlick Visiblity Function  Normalization based on Specular Reflectance  Roughness as Specular Importance Cone Angle  Approximate translucency  Density maps  Translucency diffusion maps

  34. IBL Point Based BRDF

  35. IBL Point Based BRDF – factor visualization

  36. IBL Ambient BRDF – factor visualization

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