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The Unique Lighting of Mirrors Edge David Larsson, Illuminate Labs Henrik Halén, EA DICE
Illuminate Labs <ul><li>Founded in 2002 </li></ul><ul><li>Since 3 years  100% focused  on lighting for games </li></ul><ul...
Illuminate Labs <ul><li>Proprietary LiquidLight® technology </li></ul><ul><li>Used in development of many of the most exci...
EA DICE <ul><li>Around since early 1990’s </li></ul><ul><li>~250 Employees in Stockholm, Sweden </li></ul><ul><li>Selected...
Mirror’s Edge <ul><li>Action Adventure </li></ul><ul><li>A new take on first person movement </li></ul><ul><ul><li>First p...
Mirror’s Edge
Background <ul><li>No shadows at all 14 Years ago </li></ul><ul><li>New techniques showed up </li></ul><ul><ul><li>Lightma...
Global Illumination
Global Illumination
Global Illumination
No Global Illumination
Light and Shadow <ul><li>There is much more to lighting than telling where the shadow is </li></ul><ul><li>Offline resourc...
Beast collaboration <ul><li>Wanted standalone renderer </li></ul><ul><li>Good experience Illuminate Labs’ products </li></ul>
Global Illumination
No Global Illumination
Beast collaboration <ul><li>Artistic requirements met early on </li></ul><ul><li><screens similar to ref photos> </li></ul>
Beast collaboration
Art style
White enough? <ul><li><oscar white> </li></ul><ul><li><whiteroom render> </li></ul>
White enough? <ul><li><oscar white> </li></ul><ul><li><whiteroom render> </li></ul>
Techniques <ul><li>GI isn’t a set of features </li></ul><ul><li>More like a uniform solution </li></ul><ul><li>Easily recr...
Bounce
Bounce
Bounce <ul><li>Artistic requirements met early on </li></ul><ul><li><screens similar to ref photos> </li></ul>
Bleeding <ul><li><examples/demo strong color bleeds, boss room?> </li></ul>
Bleeding <ul><li><examples/demo strong color bleeds, boss room?> </li></ul>
Bleeding <ul><li><examples/demo strong color bleeds, boss room?> </li></ul>
Bleeding <ul><li><examples/demo strong color bleeds, boss room?> </li></ul>
Bleeding <ul><li><examples/demo strong color bleeds, boss room?> </li></ul>
Bleeding <ul><li><examples/demo strong color bleeds, boss room?> </li></ul>
Bleeding <ul><li><examples/demo strong color bleeds, boss room?> </li></ul>
Colored transparency
Colored transparency
Radiosity normal maps <ul><li><tie in from bleeding examples/demo bounce> </li></ul>
Radiosity normal maps <ul><li><tie in from bleeding examples/demo bounce> </li></ul>
Radiosity normal maps <ul><li><tie in from bleeding examples/demo bounce> </li></ul>
Radiosity normal maps <ul><li><tie in from bleeding examples/demo bounce> </li></ul>
Radiosity normal maps <ul><li><tie in from bleeding examples/demo bounce> </li></ul>
Radiosity normal maps <ul><li><tie in from bleeding examples/demo bounce> </li></ul>
Radiosity normal maps <ul><li><tie in from bleeding examples/demo bounce> </li></ul>
Radiosity normal maps <ul><li><tie in from bleeding examples/demo bounce> </li></ul>
Radiosity normal maps <ul><li><tie in from bleeding examples/demo bounce> </li></ul>
Soft shadows <ul><li><tie in from bleeding examples/demo bounce> </li></ul>
Soft shadows <ul><li><tie in from bleeding examples/demo bounce> </li></ul>
Soft shadows <ul><li><tie in from bleeding examples/demo bounce> </li></ul>
Lighting process <ul><li>Different approach from traditional “fake” methods </li></ul><ul><li>Very similar to real world l...
Indoors with sun <ul><li><Examples> </li></ul>
Material tweaks <ul><li><Examples> </li></ul>
Daylight outdoors <ul><li><Examples> </li></ul>
Outdoors <ul><li><Examples> </li></ul>
Outdoors <ul><li><Examples> </li></ul>
Indoors <ul><li><Examples> </li></ul>
Indoors <ul><li><Examples> </li></ul>
Lighting process <ul><li><Examples> </li></ul>
Lighting process <ul><li><Examples> </li></ul>
Lighting process <ul><li>Artistic requirements met early on </li></ul><ul><li><screens similar to ref photos> </li></ul>
Lighting process <ul><li>Artistic requirements met early on </li></ul><ul><li><screens similar to ref photos> </li></ul>
Lighting process <ul><li>Artistic requirements met early on </li></ul><ul><li><screens similar to ref photos> </li></ul>
Area lights <ul><li><examples/demo> </li></ul>
Area lights <ul><li><examples/demo> </li></ul>
Lighting process <ul><li><Examples> </li></ul>
Lighting process <ul><li><Examples> </li></ul>
Lighting process <ul><li><Examples> </li></ul>
Lighting process <ul><li><Examples> </li></ul>
Lighting process <ul><li>Rendering farm. Mostly on workstations </li></ul><ul><ul><li>50 cores per bake </li></ul></ul><ul...
Additional techniques <ul><li>Curves </li></ul><ul><ul><li>Color correction post process </li></ul></ul><ul><ul><li>Very s...
Curves
Curves
Curves
Curves
Curves
Curves
Curves
Curves <ul><ul><li>Converted to three (RGB) curves with 16 linear segments for runtime </li></ul></ul><ul><ul><li>Realtime...
Curves <ul><li>Artist curve </li></ul>
Curves <ul><li>16 linear segments </li></ul>
Curves <ul><li>Close enough </li></ul>
Curves <ul><ul><li>16 segments go a long way </li></ul></ul><ul><ul><li>Two 16 bit 16x1 RGBA textures sent to GPU </li></u...
sRGB tips <ul><ul><li>If you’re using 8 bit lightmaps </li></ul></ul><ul><ul><li>Some hardware has bad sRGB approximation ...
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The Unique Lighting of Mirror's Edge

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We present the technology and ideas behind the unique lighting in MIRRORS EDGE from DICE. Covering how DICE adopted Global illumination into their lighting process and Illuminate Labs current toolbox of state of the art lighting technology.

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The Unique Lighting of Mirror's Edge

  1. 1. The Unique Lighting of Mirrors Edge David Larsson, Illuminate Labs Henrik Halén, EA DICE
  2. 2. Illuminate Labs <ul><li>Founded in 2002 </li></ul><ul><li>Since 3 years 100% focused on lighting for games </li></ul><ul><li>Based in Gothenburg, Sweden </li></ul><ul><li>10 employees (8 software engineers ) </li></ul><ul><li>+30 game studios as clients </li></ul><ul><li>Epic Independent Partner Program member </li></ul>
  3. 3. Illuminate Labs <ul><li>Proprietary LiquidLight® technology </li></ul><ul><li>Used in development of many of the most exciting game titles </li></ul><ul><ul><li>Mirror’s Edge DICE </li></ul></ul><ul><ul><li>Killzone 2 Guerrilla </li></ul></ul><ul><ul><li>WET A2M </li></ul></ul><ul><ul><li>Mass Effect BioWare </li></ul></ul><ul><ul><li>Gran Turismo Polyphony Digital </li></ul></ul><ul><ul><li>Heavenly Sword Ninja Theory </li></ul></ul><ul><li>State of the art global illumination </li></ul><ul><li>Efficient workflow </li></ul>
  4. 4. EA DICE <ul><li>Around since early 1990’s </li></ul><ul><li>~250 Employees in Stockholm, Sweden </li></ul><ul><li>Selected titles </li></ul><ul><ul><li>Mirror’s Edge </li></ul></ul><ul><ul><li>Battlefield Series </li></ul></ul><ul><ul><li>Rallisport Challenge </li></ul></ul><ul><li>Acquired by EA 2006 </li></ul>
  5. 5. Mirror’s Edge <ul><li>Action Adventure </li></ul><ul><li>A new take on first person movement </li></ul><ul><ul><li>First person free running </li></ul></ul><ul><ul><li>No more gun-on-a-stick </li></ul></ul><ul><li>You play Faith </li></ul><ul><ul><li>Free running information courier </li></ul></ul>
  6. 6. Mirror’s Edge
  7. 7. Background <ul><li>No shadows at all 14 Years ago </li></ul><ul><li>New techniques showed up </li></ul><ul><ul><li>Lightmaps </li></ul></ul><ul><ul><li>Shadowmaps </li></ul></ul><ul><ul><li>Stencil Shadows </li></ul></ul><ul><li>Bake shadow/no shadow </li></ul><ul><li>Not much has changed until recently </li></ul>
  8. 8. Global Illumination
  9. 9. Global Illumination
  10. 10. Global Illumination
  11. 11. No Global Illumination
  12. 12. Light and Shadow <ul><li>There is much more to lighting than telling where the shadow is </li></ul><ul><li>Offline resources are much greater now </li></ul><ul><li>Spend some more time computing the lightmaps </li></ul>
  13. 13. Beast collaboration <ul><li>Wanted standalone renderer </li></ul><ul><li>Good experience Illuminate Labs’ products </li></ul>
  14. 14. Global Illumination
  15. 15. No Global Illumination
  16. 16. Beast collaboration <ul><li>Artistic requirements met early on </li></ul><ul><li><screens similar to ref photos> </li></ul>
  17. 17. Beast collaboration
  18. 18. Art style
  19. 19. White enough? <ul><li><oscar white> </li></ul><ul><li><whiteroom render> </li></ul>
  20. 20. White enough? <ul><li><oscar white> </li></ul><ul><li><whiteroom render> </li></ul>
  21. 21. Techniques <ul><li>GI isn’t a set of features </li></ul><ul><li>More like a uniform solution </li></ul><ul><li>Easily recreates a number of phenomena </li></ul><ul><ul><li>Bouncing light </li></ul></ul><ul><ul><li>Color bleeding </li></ul></ul><ul><ul><li>Transparency transfer </li></ul></ul>
  22. 22. Bounce
  23. 23. Bounce
  24. 24. Bounce <ul><li>Artistic requirements met early on </li></ul><ul><li><screens similar to ref photos> </li></ul>
  25. 25. Bleeding <ul><li><examples/demo strong color bleeds, boss room?> </li></ul>
  26. 26. Bleeding <ul><li><examples/demo strong color bleeds, boss room?> </li></ul>
  27. 27. Bleeding <ul><li><examples/demo strong color bleeds, boss room?> </li></ul>
  28. 28. Bleeding <ul><li><examples/demo strong color bleeds, boss room?> </li></ul>
  29. 29. Bleeding <ul><li><examples/demo strong color bleeds, boss room?> </li></ul>
  30. 30. Bleeding <ul><li><examples/demo strong color bleeds, boss room?> </li></ul>
  31. 31. Bleeding <ul><li><examples/demo strong color bleeds, boss room?> </li></ul>
  32. 32. Colored transparency
  33. 33. Colored transparency
  34. 34. Radiosity normal maps <ul><li><tie in from bleeding examples/demo bounce> </li></ul>
  35. 35. Radiosity normal maps <ul><li><tie in from bleeding examples/demo bounce> </li></ul>
  36. 36. Radiosity normal maps <ul><li><tie in from bleeding examples/demo bounce> </li></ul>
  37. 37. Radiosity normal maps <ul><li><tie in from bleeding examples/demo bounce> </li></ul>
  38. 38. Radiosity normal maps <ul><li><tie in from bleeding examples/demo bounce> </li></ul>
  39. 39. Radiosity normal maps <ul><li><tie in from bleeding examples/demo bounce> </li></ul>
  40. 40. Radiosity normal maps <ul><li><tie in from bleeding examples/demo bounce> </li></ul>
  41. 41. Radiosity normal maps <ul><li><tie in from bleeding examples/demo bounce> </li></ul>
  42. 42. Radiosity normal maps <ul><li><tie in from bleeding examples/demo bounce> </li></ul>
  43. 43. Soft shadows <ul><li><tie in from bleeding examples/demo bounce> </li></ul>
  44. 44. Soft shadows <ul><li><tie in from bleeding examples/demo bounce> </li></ul>
  45. 45. Soft shadows <ul><li><tie in from bleeding examples/demo bounce> </li></ul>
  46. 46. Lighting process <ul><li>Different approach from traditional “fake” methods </li></ul><ul><li>Very similar to real world lighting </li></ul><ul><li>Work with light intensities, colors and materials </li></ul><ul><li>Best results with no invisible lights </li></ul><ul><li>Iterate on small areas </li></ul>
  47. 47. Indoors with sun <ul><li><Examples> </li></ul>
  48. 48. Material tweaks <ul><li><Examples> </li></ul>
  49. 49. Daylight outdoors <ul><li><Examples> </li></ul>
  50. 50. Outdoors <ul><li><Examples> </li></ul>
  51. 51. Outdoors <ul><li><Examples> </li></ul>
  52. 52. Indoors <ul><li><Examples> </li></ul>
  53. 53. Indoors <ul><li><Examples> </li></ul>
  54. 54. Lighting process <ul><li><Examples> </li></ul>
  55. 55. Lighting process <ul><li><Examples> </li></ul>
  56. 56. Lighting process <ul><li>Artistic requirements met early on </li></ul><ul><li><screens similar to ref photos> </li></ul>
  57. 57. Lighting process <ul><li>Artistic requirements met early on </li></ul><ul><li><screens similar to ref photos> </li></ul>
  58. 58. Lighting process <ul><li>Artistic requirements met early on </li></ul><ul><li><screens similar to ref photos> </li></ul>
  59. 59. Area lights <ul><li><examples/demo> </li></ul>
  60. 60. Area lights <ul><li><examples/demo> </li></ul>
  61. 61. Lighting process <ul><li><Examples> </li></ul>
  62. 62. Lighting process <ul><li><Examples> </li></ul>
  63. 63. Lighting process <ul><li><Examples> </li></ul>
  64. 64. Lighting process <ul><li><Examples> </li></ul>
  65. 65. Lighting process <ul><li>Rendering farm. Mostly on workstations </li></ul><ul><ul><li>50 cores per bake </li></ul></ul><ul><ul><li>Efficiency depends on many factors </li></ul></ul><ul><ul><li>Usually 15 times faster than local </li></ul></ul><ul><li>Some stats (the Shard): </li></ul><ul><ul><li>~200x3 Lightmaps (1024x1024 DXT1) </li></ul></ul><ul><ul><li>~15000 meshes (12000 RNM + 4000 Vertex) </li></ul></ul><ul><ul><li>~2000 lights </li></ul></ul>
  66. 66. Additional techniques <ul><li>Curves </li></ul><ul><ul><li>Color correction post process </li></ul></ul><ul><ul><li>Very similar to photoshop equivalent </li></ul></ul><ul><ul><li>Arbitrary number of segments in editor </li></ul></ul><ul><ul><li>Curves for R, G, B and Luminance </li></ul></ul>
  67. 67. Curves
  68. 68. Curves
  69. 69. Curves
  70. 70. Curves
  71. 71. Curves
  72. 72. Curves
  73. 73. Curves
  74. 74. Curves <ul><ul><li>Converted to three (RGB) curves with 16 linear segments for runtime </li></ul></ul><ul><ul><li>Realtime in-editor preview </li></ul></ul><ul><ul><li>Compared to cubes: </li></ul></ul><ul><ul><ul><li>More GPU ALU </li></ul></ul></ul><ul><ul><ul><li>Less CPU and less data to GPU </li></ul></ul></ul><ul><ul><ul><li>Possibly more precision </li></ul></ul></ul>
  75. 75. Curves <ul><li>Artist curve </li></ul>
  76. 76. Curves <ul><li>16 linear segments </li></ul>
  77. 77. Curves <ul><li>Close enough </li></ul>
  78. 78. Curves <ul><ul><li>16 segments go a long way </li></ul></ul><ul><ul><li>Two 16 bit 16x1 RGBA textures sent to GPU </li></ul></ul><ul><ul><li>Segment lookup with color as UV </li></ul></ul><ul><ul><li>Interpolation between sets of curves on CPU </li></ul></ul><ul><ul><li>Result always continuous </li></ul></ul><ul><ul><li>Easy and fast to add curves </li></ul></ul><ul><ul><li>Allows for smooth transitions and effects </li></ul></ul>
  79. 79. sRGB tips <ul><ul><li>If you’re using 8 bit lightmaps </li></ul></ul><ul><ul><li>Some hardware has bad sRGB approximation </li></ul></ul><ul><ul><li>Gets worse with 8 bit -> HDR scaling </li></ul></ul><ul><ul><li>Do transformation in shader instead </li></ul></ul><ul><ul><ul><li>Not correct after filtering, but looks good </li></ul></ul></ul><ul><ul><li>Alternatively, author lightmaps </li></ul></ul>
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We present the technology and ideas behind the unique lighting in MIRRORS EDGE from DICE. Covering how DICE adopted Global illumination into their lighting process and Illuminate Labs current toolbox of state of the art lighting technology.

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