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Research Journal Lei Yu
ITGM 755 - Interactive Design and Game Development Studio I
Fall 2012
Professor Josephine Leong
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Checkpoint 1
Week 1(September 10 -16)
Project proposal
This week I need to find out three interesting topics for doing my thesis. Lighting and Texture are my
favorite part. I also start some Unreal game project these days. By doing Unreal project, I realized the
lighting system in Unreal is quite different with Maya. I want to go further in game engines., so I think
start dig the lighting system or the lighting methods is a good direction.
Three ideas:
1. The Unreal Engine does not calculate bounced or ambient light, and so you need to use tools to
simulate these effects. Consider my background; I have lots of experience and tricks to do good
render for animation films. I think for dig more about Unreal Engine, I might be find something that
already done in animation or visual effect but not have been done in game. A combination of the
two will be a good topic.
For doing this research I need to get involve in Unreal first. So I am planning to start from the Unreal
lightings, then the way of simulation bounced or ambient light in Unreal. After doing this, I hope I
can figure out some branch they are not done in Unreal. At last I will create an environment for this
project.
2. Unreal Engine is a very power tools to use, but the working process is quite different with animation
films. For learning and working with Unreal Engine, I think maybe there are many people like me,
who is not familiar with game process. Working through the process, I will get better work flow with
the game process. To research and compare with others work flow, make the summary and analysis,
might be get a good work flow process.
3. Unreal generates light maps and shadow maps for all objects and lights that do not move during
gameplay. It also has dynamic shadows for moving things. I am interesting for these shadow maps
and want to explore more about these shadows in the game. These topics seem need to start with
basic technique of engine.
Readings
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1. Lighting in game environments – the how and whys
<http://www.moddb.com/tutorials/lighting-in-game-environments-the-hows-and-whys>
Talking about the Lighting techniques such as where to place the light in the scenes (Lighting source),
keep things in proportion, Light colors in the levels. Use the mapping examples to demonstrate the basic
lighting mistakes.
After reviewing this article, I became more familiar with the lighting game environment. Lighting is one
of the most important and influential elements in environments. It has the power to make or break the
visuals, theme and atmosphere.
The most basic rule of lighting is that it always needs a light source, and light should appear to be cast by
a source. Also to be avoided is lighting that is out of balance with the size of the source. The brightness
of the light source and the brightness of the lighting in an area must be balanced and appear equal.
1600K is sunset and sunrise and 1800K is a candle. 2800K is a regular light, 5000K is midday sun and so
on. A warm blue and a cold red contradict what you will read in a few pages about the warmth of a color.
Emotionally, on the other hand, red probably feels warmer than blue. Common color associations are at
the base of that feeling. In fact one color is not enough most of the time; at least two colors are needed
or else creating contrast will be impossible. The palette of colors to use is very small and mainly consists
of yellow, orange, blue, cyan, red and a tiny bit of green. To use two main light colors such as blue and
yellow and then a third color, like orange, to give extra contrast and difference to a few special elements.
The third color is to prevent the two main colors from becoming repetitive.
The type of color combinations: Warm and cool color ;Strong and easy color (Aggressive red, orange and
yellow, Easy color are blue, green and purple); Light and dark (turn to the grayscale)
The best combination of colors to use in lighting is yellow with blue and all the variations on it (for
example orange-blue and yellow-turquoise).
It is very neutral so lowering the saturation of a color can neutralize the effects a little and that can be
useful.
2. Lighting part in Mastering Unreal technology
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Busby, Jason, Zak Parrish, and Jeff Wilson. Mastering Unreal technology. Indianapolis, Ind.: Sams,
2010. Print.
After review lighting part of this book, I learned how various types of lighting and shadows work
together in Unreal Engine 3. Lighting an small environment may seem simple, but for the realistic levels,
requires the multiple lights of different types and settings to achieve the effect.
Workflow Tips:
Keep the amount of dynamic shadows, either cast by dynamic lights or by static lights on dynamic
geometry, to an absolute minimum.
Light environments should be used whenever possible in place of dynamic lighting and shadowing.
Use subtle ambient or bounce lighting or modulated shadows to avoid super black shadow.
UDK custom Real time Ambient Occlusion
Week 2(September 17 -23)
Proposal
This week I need to start research different ways to simulate bounced or ambient light in Unreal. Like
ambient occlusion. I also need to get in to Unreal Materials. After doing research, hope I can narrow
done my first topic and get some specific points.
Readings
3. Ambient Occlusion and UDK
http://rog.gameslate.com/2011/04/ambient-occlusion-and-udk/
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The testing of ambient occlusion features of Lightmass. Ambient occlusion adds shadows to the corner
and seams. But there is an issue, when the texture compression turned on it will look muddy, pixelated.
UDK doesn’t seem to have controls over how much compression is applied for lightmaps. It’s either on
or off. There is other quality-related setting. Edit: Higher resolutions on the lightmaps helps, but when it
gets close to the same quality, the file size is even greater than uncompressed.
Possible solution:
1. Make a tool allow changing the value of compress. (research on Lightmass, how it’s function, is
that possible to make this kind of tool)
2. Bake ambient occlusion in 3D software (Maya) Worried about the consistency between meshes.
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4. Lighting part in Mastering Unreal technology
Busby, Jason, Zak Parrish, and Jeff Wilson. Mastering Unreal technology. Indianapolis, Ind.:
Sams, 2010. Print.
After review Material part of this book, I learned materials control the final look of every object.
Without materials, object in Unreal are only low-polygon. The simplest way to think of material in game
engine is as a paint that is applied to surface of object. Like Maya, Unreal material is very power, it
allows user to create.
5. Unreal Ambient Occlusion
http://www.chrisalbeluhn.com/UDK_Ambient_Occlusion_Tutorial.html
This is a tutorial for how to make ambient occlusion in Unreal. It explains the working process and
compares two different setting for the result. Good map example for better understand occlusion
exponent.
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It also talk about Lightmass and Postprocess for simulate the ambient effect. I am planning to start
this part next week.
Checkpoint 2
Week 3(September 24 -30)
For simulate the bounce light such as ambient occlusion, it seems a lot of work already done in the area
and they got very good effect. I think it well be good to move on the other topic this week. I got some
new ideas from the professor, such as object reflection, and sky light, bounced with the object and the
lighting behavior in different weather condition. This week I start with the light function.
Lightmass Static Global Illumination
http://udn.epicgames.com/Three/LightmassTools.html
Lightmass creates lightmaps with complex light interactions like area shadowing and diffuse
interreflection. It is orthogonal to the rest of the rendering pipeline (dynamic lighting and shadowing), it
just replaces the lightmaps and static shadow maps with higher quality ones.
Light Functions
Lights functions are mathematical representations of how lights should illuminate the scene in Unreal
Engine 3. Light functions allow you to create more interesting lighting set ups, to achieve flicking lights,
masked lights and strobing lights, textured lights. It uses unreal material system. Like the projector, it
can project the texture or color on to s surface and it great for faking advanced lighting effects. Also,
because light functions uses the material system, these light functions can be instanced for variations.
http://www.hourences.com/tutorials-ue3-light-function/
This article gives an easy tutorial to set up the flashing and pulsing lights by using light functions. It
explains what light functions are and how they can be used in Unreal Engine 3.
http://udn.epicgames.com/Three/LightFunctions.html
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This article gives technique description for the light Functions. It makes the comparison between Decals
and light functions. It also describes what material expressions can be used and what type of lights can
be used for light function. At the end part, it gives an unreal script light function tutorial.
http://udn.epicgames.com/Three/DevelopmentKitGemsUsingLightFunctions.html
This article demonstrates a variety ways light functions can be used in game, such as textured strobe
light (flash a scene with a texture projected out from the light vector, usually use as causative from lights
in water), neon strobe light (use the light function with a spot light), textured flickering light (the room
to flicker but with shadows being casted randomly), cube mapped light (use when the light has multiple
directions).
Week4 (October1-7)
Continue with the effect of light function, there’s other ways to create the same effect such as surface
reflection. This week my research start with surface reflection and goes more deep in Lighting and
shadows and my focus is on character lighting. Try to find more ways to enhance the character lighting.
Surface Reflection
A strong or subtle reflection is required to give more realism to the game. There are many ways to
generate real time reflections now. Some of them are very simply and more power then be used in
materials.
http://udn.epicgames.com/Three/DevelopmentKitGemsCreatingDistortedReflection.html
This article gives new way to generate distorted reflection. By using this way, it seems very easy to
create real world reflective materials such as mirrors, marble or metal. The steps are creates a render
target first and then create the scene capture reflection. The render target is the viewpoint of render
screen. Change some scene capture reflection settings. This article also has the examples for create
reflection on mirror, marble and metal.
Light Environments
Light environments are required to improve the performance of dynamically lit meshes. They also make
it easier for level designers to automate the process. Put the light environments increase the
performance of dynamically lit meshes.
http://udn.epicgames.com/Three/LightEnvironments.html
This article gives a good explain about light environment. Why we need light environment in game and
how does light environment work. Without light environments, Level Designers are forced to maintain
at least 2 sets of lights, static-only lights and lights affecting dynamic objects. Overlapping between
these is often not possible because too many lights affecting the dynamic objects incurs a performance
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hit, and only using some of the static lights on dynamic objects results in incorrect lighting on dynamic
objects and reduces the flexibility of the lighting system.
Character lighting
Human characters are often represent how stylized and realistic the games look. With the good
materials, textures and modeling help, the lighting plays the largest role of all. There’s several ways to
tweak things to make a better look.
http://udn.epicgames.com/Three/DevelopmentKitGemsCharacterLighting.html
This article gives some ideas for enhance character lighting. Tweaking skeletal mesh component such as
assign physics assets to skeletal meshes will get the better shadows. Tweaking and adding onto your
character materials can produce much better results. Achieving better accuracy per pixel will improve
the overall rendering. Add detail normal map will get more details on the surface.
Directional Rim Light Effect
http://kevindeadrick.com/?p=2173
This article covers in detail the concept and implementation of a directional Rim Light Effect. Rim
lighting is a technique most frequently used on dynamic objects and characters in order to better define
the object(s) silhouette and separate it visually from the surrounding environment. In most 3D rendering
systems, the typical expression of a rim effect will involve using a dot product between the Camera
Vector and the Surface Normal.
Material Examples
http://udn.epicgames.com/Three/MaterialExamples.html
This article covers several types of surface effects that can be created with material system. These
examples provide ideas and insight into creating similar effects or completely new effect. The concepts
and techniques such as specularity, environment maps, mask, bump mapping, transmission, edge
lighting and parameterization are cheap ways to create effects.
Materials Compendium
http://udn.epicgames.com/Three/MaterialsCompendium.html
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This article is a reference for all material expression nodes available in the material editor. Material
Expressions are the building blocks used to create fully functional materials in Unreal Engine 3.
Checkpoint 3
Week5 (October8-14)
A review about Unreal Engine 4(elemental demo)
http://www.youtube.com/watch?v=dD9CPqSKjTU
Bouncing light dynamically and shadowed sub-surface scattering just doesn’t quite say it the way you
hear it said. The centered upon the use of real-time reflections, pinpointed lighting and shadowing that
works at a pixel level.UE4’s fully deferred renderer and use of global illumination, which allows reflective
decals on each pixel to interact or absorb light as it should, even with multiple or moving light sources.
Illuminated Pixels
Wissler, Virginia. Illuminated pixels. Clifton Park, N.Y. Delmar , 2011. Print.
Part 1&2
The book explores the why, what, and how of lighting, integrating classic concepts with modern
techniques, explaining the importance and the application of them. By discussing first concept, then
how concept is applied through specific techniques. It’s has very good learning curve to introduce the
computer generated light types and lighting techniques.
UDK™ Game Development
Thorn, Alan. UDK game development. Boston, Mass. Course Technology PTR, 2012. Print.
Light Part
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Attempts to improve the realism of 3D graphics and their real-time performance on consumer hardware
have often involved attempts to improve lighting systems. The lighting part in this book concentrates
more technical problems and obstacles to achieving realism in real-time games. It talks about the
algorithms or techniques for faking lighting effects or for improving the way lighting is calculated. It also
focus additive color space of light, direct and indirect illumination models, vertex-based and per-pixel
lighting, normal mapping, and lightmapping, as well as the more practical features of point lights, spot
lights, directional lights, and Lightmass. It also considered the subject of emissive lighting and light
functions.. It has a very good definition about illumination and lighting.
Set lighting technician's handbook : film lighting equipment, practice, and electrical distribution
Box, Harry C.. Set lighting technician's handbook film lighting equipment, practice, and electrical
distribution. 4th ed. Amsterdam: Focal Press, 2010. Print.
This book gives much practical technical information, useful techniques and aesthetic discussions for
setting lights. It describes tricks and techniques for operating a vast array of lighting equipment.
Week6 (October15-21)
Unreal Character Development
http://www.3dtotal.com/team/Tutorials_3/Unreal_tournament_tutorial/Unreal_tournament_tutorial_
01.php
This tutorial takes through all the necessary steps to create and develop a character for Unreal Engines. .
I walked you through each step from concept design, an overview of low-poly modeling, un-wrapping,
texturing, rigging, animating, and importing your character into Unreal. It’s a good work flow example
for character pipeline.
UDK™ Game Development
Thorn, Alan. UDK game development. Boston, Mass. Course Technology PTR, 2012. Print.
Shader part
The focus of this part was on materials, mapping, textures, and material instances. It talk about the
algorithm of how material output a rectangle of pixels used to shade the surfaces of geometry. It also
talk about Mapping refers to the instruction set used by the UDK to wrap a rectangle of pixels around a
three-dimensional object. These subjects were not by any means covered in a way that can be
considered comprehensive.
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Illuminated Pixels
Wissler, Virginia. Illuminated pixels. Clifton Park, N.Y.Delmar ;, 2011. Print.
Part3&4
Maya® Studio Projects: Game Environments and Props
McKinley, Michael. Maya studio projects game environments and props. Indianapolis, Ind.: Wiley Pub.,
2010. Print.