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
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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
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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
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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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo
GETTING THE RIGHT WHITETONEMAPPING CURVE
bull Filmic modified
bull White clipping
bull 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
TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo
GETTING THE RIGHT WHITETONEMAPPING CURVE
bull Filmic modified
bull White clipping
bull 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
TO EDIT IMAGES DOUBLE CLICK CENTER OF THIS BOX TO MOVE IMAGE USE ldquoCROP TOOLrdquo
GETTING THE RIGHT WHITETONEMAPPING CURVE
bull Filmic modified
bull White clipping
bull 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
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
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
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
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
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
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
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
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
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
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
LOCAL LIGHTINGPHYSICALLY BASED
bull Physically basedbull Units in Lumens or Candelasbull 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
LOCAL LIGHTINGPHYSICALLY BASED
bull Physically basedbull Units in Lumens or Candelasbull 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
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
LOCAL LIGHTINGMORE ARTISTIC CONTROLS
bull Attenuation Offset
bull Lighting more ambient
bull Avoid blown out surfaces
Work 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
LOCAL LIGHTINGMORE ARTISTIC CONTROLS
bull Attenuation Offset
bull Lighting more ambient
bull Avoid blown out surfaces
Work 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
LOCAL LIGHTINGMORE ARTISTIC CONTROLS
bull Attenuation Offset
bull Lighting more ambient
bull Avoid blown out surfaces
Work 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
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
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
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
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
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
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
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
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
IMAGE STYLIZATIONPOST EFFECTS
bull Gaussian Bloombull Custom color for each pyramid
level
bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture
bull Lens reflectionbull Transposed and distorted
bloom
Work In Progress Visuals
IMAGE STYLIZATIONPOST EFFECTS
bull Gaussian Bloombull Custom color for each pyramid
level
bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture
bull Lens reflectionbull Transposed and distorted
bloom
Work In Progress Visuals
IMAGE STYLIZATIONPOST EFFECTS
bull Gaussian Bloombull Custom color for each pyramid
level
bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture
bull Lens reflectionbull Transposed and distorted
bloom
Work In Progress Visuals
IMAGE STYLIZATIONPOST EFFECTS
bull Gaussian 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
IMAGE STYLIZATIONPOST EFFECTS
bull Gaussian Bloombull Custom color for each pyramid
level
bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture
bull Lens reflectionbull Transposed and distorted
bloom
Work In Progress Visuals
IMAGE STYLIZATIONPOST EFFECTS
bull Gaussian Bloombull Custom color for each pyramid
level
bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture
bull Lens reflectionbull Transposed and distorted
bloom
Work In Progress Visuals
IMAGE STYLIZATIONPOST EFFECTS
bull Gaussian 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
IMAGE STYLIZATIONPOST EFFECTS
bull Gaussian Bloombull Custom color for each pyramid
level
bull Vertical Horizontal stretchbull Multiplied by a lens dirt texture
bull Lens reflectionbull Transposed and distorted
bloom
Work In Progress Visuals
IMAGE STYLIZATIONPOST EFFECTS
bull Gaussian 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
IMAGE STYLIZATIONPOST EFFECTS
bull Gaussian 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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
fabienchristindiceseQUESTIONS