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Lighting Killzone : Shadow Fall

Michal Drobot

Senior Tech Programmer

Guerrilla Games

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Intro

Guerrilla Games is SCEE studio based in Amsterdam

Working on two Playstation 4 titles: Killzone: Shadow Fall

New IP

Killzone: Shadow Fall is a launch tile

Annouced during Playstation 4 reveal Running on target 1080p 30fps

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Focus

Physically Based Lighting

Physically Based Area Lights

Rendering Pipeline

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Motivation

Killzone 3 Shipped in 2011

Matured PS3 technology

Considered one of generation visual benchmark titles

Killzone : Shadow Fall Next generation launch title

How does it compare?

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Generation change

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Motivation

Physically Based Lighting Easier to achieve hyperrealism / photorealism

Consistent look in different HDR environments

Simple material interface for artists

Easy troubleshooting and extension

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Theory

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Light Flux

Irradiance = integrated light incoming from all directions (diffuse)

Radiance = light incoming from one direction (specular reflection)

Irradiance (E)

Radiance (L)

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Courtesy of ILM

Image Based Lighting (IBL)

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Courtesy of ILM

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Courtesy of ILM

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Physically Based Lighting Model

Physically Based Shading Model Responsible for surface response to incoming light depending on various

surface physical properties

Physically Based Lights Responsible for light flux calculation in the scene depending on various lights

with physical properties

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Physically Based Shading : Real life examples

Specular Dominant part of visible lighting

Every material exhibits specular lighting

Angle dependent

Material type dependant

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Real life lighting

Courtesy of John Hable

Diffuse Specular

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Real life lighting

Courtesy of John Hable

Diffuse Specular

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Real life lighting

Courtesy of John Hable

Diffuse Specular

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Real life lighting

Diffuse Specular

+

Courtesy of John Hable

Diffuse Specular

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BRDF Diffuse

Specular Eye

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Fresnel

‘Rough’

Reflection

Refraction

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Non metals

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Metals

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Roughness ‘Smooth’

‘Rough’

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Roughness ‘Smooth’

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Visibility / Self Shadowing

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Energy Conservative

Non - Energy Conservative

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Workflow

3 main parameters Albedo (RGB8)

Roughness (R8)

Specular Reflectance (RGB8)

Material response Decoupled from Lighting

Works in any light environment

Review assets in different IBL lighting environments

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Smooth (1.0)

Rough (0.0)

Diffuse

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Material properties

Measured values for most materials Available in physical tables

Every material can be roughly defined by those parameters

We provided them as Photoshop color swatches

Base for hand painted textures

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Use case

Material Old iron plate

Covered in paint

Scratches

Bullet holes

Rust

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Simplified Roughness texture Thin old paint, scratched, showing off iron underneath Due weathering effects smoothened R = High

Pure rust R = very low Rusting metal R = mixed, sparkles of medium smooth metal

Bullet hole High temperature smoothens iron (due to impact energy) R = very high

Pure old paint R = medium

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Simplified Specular Reflectance texture Thin old paint, scratched, showing off iron underneath SR = Low Iron

Pure rust, non metal SR = Low, non metal Rusting metal, SR = Medium, non metal, Sparkles of Low Iron

Bullet hole exposes pure Iron SR = Iron

Pure paint SR = Low, Medium, High non metal, Depends on paint type Old paint = Low New paint = Medium / High

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Simplified Albedo texture White thin old paint, scratched, showing off iron underneath A = Dark gray (showing off metal)

Pure rust, A = Rusty in range of old concrete

Bullet hole exposes pure Iron A = Very dark (metal)

White old paint A = White in albedo range of concrete (light gray)

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Shadow Fall BRDF

Based on Cook-Torrance Fresnel

Smith Schlick Visiblity Function

Normalization based on Specular Reflectance

Roughness as Specular Importance Cone Angle

Approximate translucency Density maps

Translucency diffusion maps

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IBL Point Based BRDF

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IBL Point Based BRDF – factor visualization

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IBL Ambient BRDF – factor visualization

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IBL Ambient BRDF

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IBL Point Based BRDF

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IBL Ambient BRDF

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Big step for the studio

Artists had to adapt

Training and workshops

Production and Quality Win

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Physically Based Lights

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Blinn-Phong Point Light

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Blinn-Phong Point Light

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Area Lights

Every light source Size

Shape

Intensity

Art Photography

Light Direction

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Spherical Light

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Disc Light

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Rectangular Light

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Texture Rectangular Light

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Area Size and Intensity

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α α

pC0

pC1

d0

d1

pC0 > pC1, due to d0 > d1 Result : pC0 blurier than pC1

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Irradiance Integral

DA : I(p,n) = Integrate(A) [L * cos(fi) * cos(fo) * dA / d^2] dA – differential area of the light L – luminance of light A – Area of the light

n

p’

p

d n’

fi

fo

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n

p

Y

X

3D – Word Space X , Y – set the light frame

Radiance Integral

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2D – projected on light frame

X

Y

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2D – projected on light frame

X

Y

Area of integration

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X

Y

PDF to integrate

Over Area

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IES Light Profiles

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IES Light Profiles

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IES Light Profiles

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Lighting Pipeline Overview

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IBL Reflection System

3 Tier Reflection Raytrace system Realtime Glossy Reflections

Localized Cubemaps

Skybox

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Localized Cubemaps

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Picture of pretty cubemap in cross with mips

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Picture of pretty cubemap in cross with mips

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IBL Render Pass Breakdown

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Render Pass Breakdown

Baked Lightmaps Diffuse + Dynamic Lights

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Ambient BRDF

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Cubemaps

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Lightmap Diffuse + Dynamic Lights + Ambient BRDF * Cubemaps

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Real Time Glossy Reflections

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Real Time Glossy Reflections : Mask

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Final composite of IBL based lighting

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Render Pass Breakdown

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Takeaway

Physically Based Lighting Higher quality

Faster asset production

Asset reuse in different environments

Physical Area Lights Time to say goodbye to point lights

Easier workflow

High quality results

Real Time Reflections Important visual clue

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We are hiring!

www.guerrilla-games.com/jobs