gs-4133, cryengine and amd bringing the next generation now, by sean tracey
DESCRIPTION
Presentation GS-4133 by Sean Tracey at the AMD Developer Summit (APU13) November 11-13, 2013.TRANSCRIPT
Sean Tracy– US Engine Business Development Manager
EVOLUTION OF THE CRYENGINE FOR NEXT GEN SEAN TRACY –US ENGINE BUSINESS DEVELOPMENT MANAGER,
CRYTEK
EVOLUTION OF THE CRYENGINE FOR NEXT GEN INTRO
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AGENDA
! Brief intro to Crytek and my posiPon
! Crysis 3: CryENGINE 3 rendering technologies ‒ Hybrid Deferred Rendering ‒ Massive Grass ‒ Pixel Accurate Displacement Mapping
! CryENGINE 3 to CRYENGINE ‒ No More Numbers
! Ryse : Preparing the CRYENGINE for Next Gen ‒ Characters and Faces ‒ DestrucPon ‒ Physically Based Shading
! Conclusion and Looking Forward
WHAT WE WILL TALK ABOUT TODAY
Intro To Crytek ! Who is Crytek?
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CRYTEK
! Founded in 1999 ! MulPple Products
‒ Technology -‐ CryENGINE ‒ Games -‐ Crysis, Ryse, Homefront 2 and more ‒ Publishing and Online -‐ GFACE
! 850 employees across 9 studios ‒ Frankfurt (Germany) ‒ No`ngham (UK) ‒ Kiev (Ukraine) ‒ AusPn (USA) ‒ Budapest (Hungary) ‒ Seoul (South Korea) ‒ Sofia (Bulgaria) ‒ Shanghai (China) ‒ Istanbul (Turkey)
WHO IS CRYTEK
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! Recruited to Crytek in 2008 from the modding community
! Works Directly with Licensees through Training and Co-‐development
! Not a programmer! ‒ SPll quite technical
! Shipped Games ‒ Crysis Warhead PC ‒ Crysis Conversion Xbox 360 , PS3 ‒ Crysis 2 PC, Xbox 360, PS3 ‒ Nexuiz PC, Xbox 360 ‒ Nike+ Kinect Training Xbox 360 ‒ Crysis 3 PC, Xbox 360, PS3 ‒ MechWarrior Online PC ‒ Sniper Ghost Warrior 2 PC, Xbox 360, PS3 ‒ State of Decay (Support) Xbox 360
US ENGINE BUSINESS DEVELOPMENT MANAGER CRYENGINE EVANGELIST | SCRIPT KIDDIE
Crysis and the CRYENGINE
! Overview and objecPves
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! Overview ‒ First Person Shooter ‒ Super Soldier equipped with Nanosuit ‒ Sandbox Gameplay
! Crysis Trilogy ‒ Crysis 1 (2007): awakening of ancient alien civilizaPon on an island ‒ Crysis 2 (2011): fighPng against alien invasion in New York ‒ Crysis 3 (2013): awakening and destrucPon of the alien boss in New York
CRYSIS FRANCHISE SHIPPED ON PC, XBOX 360, PLAYSTATION 3
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! Gameplay ‒ Merge the best of Crysis 1 and 2 ‒ More open levels ‒ More game-‐play freedom ‒ More weapons (bow and alien weapons)
! Visuals ‒ Push the visual quality with CryENGINE 3 ‒ Set the stage for next generaPon games ‒ Take full advtange of next generaPon Hardware, for example GCN Architecture ‒ Strong natural se`ngs ‒ Extremely dense vegetaPon
OBJECTIVES FOR CRYSIS 3 AND THE CRYENGINE 3 DRIVING CRYENGINE TECHNOLOGY
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CRYENGINE 3 RENDERING TECHNOLOGY
! Slides from “The Rendering Technologies of Crysis 3” Sousa, T. , Raine, C. , Wenzel, C. -‐ GDC 2013
! Hybrid Deferred Rendering ‒ Thin G-‐Buffer 2.0 ‒ Localized image-‐based lighPng ‒ Screen Space ReflecPons ‒ Dynamic lighPng and shadows ‒ Contact shadows (SSDO) for every light source
! Massive Grass ‒ Merged Meshing
! Pixel Accurate Displacement Mapping ‒ Also known as SilPom
HIGHLIGHTS OF THE CRYENGINE 3 RENDERER
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! Crysis 3 Tech Video
CRYSIS FRANCHISE SHIPPED ON PC, XBOX 360, PLAYSTATION 3
CRYENGINE 3 RENDERING
TECHNOLOGIES HYBRID DEFERRED RENDERING AND THIN G-‐
BUFFER 2.0
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! Thin G-‐Buffer 2.0 ‒ Minimize redundant drawcalls ‒ AB details on G-‐Buffer with proper glossiness ‒ Tons of vegetaPon => Deferred translucency ‒ MulPplarorm friendly
! Crysis 3 Final G-‐Buffer Layout
! Next a visual breakdown of each Channel
HYBRID DEFERRED RENDERING G-‐BUFFER LAYOUT FOR CRYSIS 3
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! Final Composite
HYBRID DEFERRED RENDERER VISUAL BREAKDOWN OF THIN G-‐BUFFER 2.0
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! Depth & Stencil
HYBRID DEFERRED RENDERER VISUAL BREAKDOWN OF THIN G-‐BUFFER 2.0
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! RG: Normals
© 2013 Crytek GmbH
HYBRID DEFERRED RENDERER VISUAL BREAKDOWN OF THIN G-‐BUFFER 2.0
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! B: Glossiness
© 2013 Crytek GmbH
HYBRID DEFERRED RENDERER VISUAL BREAKDOWN OF THIN G-‐BUFFER 2.0
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! A: Translucency
HYBRID DEFERRED RENDERER VISUAL BREAKDOWN OF THIN G-‐BUFFER 2.0
HYBRID DEFERRED RENDERING
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! R : Albedo Y
HYBRID DEFERRED RENDERER VISUAL BREAKDOWN OF THIN G-‐BUFFER 2.0
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! G: Albedo CbCr (interleaved)
HYBRID DEFERRED RENDERER VISUAL BREAKDOWN OF THIN G-‐BUFFER 2.0
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! B: Specular Intensity
© 2013 Crytek GmbH
HYBRID DEFERRED RENDERER VISUAL BREAKDOWN OF THIN G-‐BUFFER 2.0
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! Rest process using forward rendering ! Deferred rendering for everything that is “deferred compaPble”
HYBRID DEFERRED RENDERER
Deferred (Red) + Forward Green
WHAT DOES IT MEAN TO BE A HYBRID
Final Composite
CryENGINE 3 Rendering Technology
! Direct and Indirect lighPng
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HYBRID DEFERRED RENDERER
! Localized IBL probes + Screen Space ReflecPon ApproximaPon
INDIRECT LIGHTING
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! ArPsts place probes/sampling locaPons across levels ‒ GeneraPon of HDR cube maps at desired locaPons, 32 bits encoded using RGBM ‒ Localized reflecPon mapping (Bjorke07,Behc10,Lagarde12)
! ReflecPon vector adjusted based on camera locaPon inside probe bounding volume
HYBRID DEFERRED RENDERER INDIRECT LIGHTING
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HYBRID DEFERRED RENDERER
! Screen Space ReflecPon via ray-‐marching along reflecPon vector [Sousa et.al 11] ‒ Sample depth and check ray depth, if within threshold to scene depth accept sample ‒ Using previous frame + re-‐projecPon (encoded using RGBM 32 bits) ‒ Center depth is full resoluPon, all other taps on FP16 half resoluPon depth ‒ Skip non-‐glossy surfaces
INDIRECT LIGHTING
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! Center depth is full resoluPon, all other taps FP16 half resoluPon depth
! Contact Shadows/SSDO(Sousa et.al 11) ‒ Applied to all light sources and ambient, via screen space bent normals(average un-‐occluded direcPon)
HYBRID DEFERRED RENDERER SCREEN SPACE DIRECTIONAL OCCLUSION
SSDO Off SSDO ON
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HYBRID DEFERRED RENDERER
! Lights rendered via geometry volume ‒ Sphere for point lights, cone for projectors ‒ Stencil pre-‐pass, depending on heurisPc ‒ MulPplarorm friendly
! Accumulate light sources into Light-‐Buffers using MRT [Sousa11] ‒ Diffuse and specular contribuPon into separate targets ‒ Stored in 32 bits format
! Re-‐using L-‐Buffers for further passes and techniques ‒ Skin rendering via Screen Space Sub-‐Surface Scayering ‒ Forward passes using complex shading/composiPon
DIRECT LIGHTING
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HYBRID DEFERRED RENDERER
! Spherical Light Volume
! Shadow Mapping
DIRECT LIGHTING
! Conical Light Volume
! ProjecPon Texture ! Shadow Mapping
Point Light Projector Light
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HYBRID DEFERRED RENDERER
! Surface Light with Rectangle Shape ! ProjecPon and ReflecPon Texture opPonal ! Narrow Light Source with sharper Penumbra
DIRECT LIGHTING
! Shadow Mapping with penumbra approximaPon
! Wide Light Source with sozer Penumbra
Area Light
CryENGINE 3 Rendering Technology
! Massive Grass
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! Everything needs to be moving on the screen ! Grass, VegetaPon, Cloth
MASSIVE GRASS INITIAL GOALS
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! Grass blade instance: ‒ A chain of points held together by constraints ‒ Distance + bending constrains applied to maintain rest pose angle per-‐instance ‒ Physics collision geometry converted into small sphere set ‒ Collisions handled as plane constrains ‒ No collision handling for stable instances, instead over damp it ‒ Applied to vegetaPon meshes via sozware-‐skinning
! Exposed parameters per group: ‒ SPffness ‒ Damping ‒ Wind force factor ‒ Random variance
MASSIVE GRASS SIMULATION
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! Tens of Thousands of instances
MASSIVE GRASS SIMULATION
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! InteracPon
MASSIVE GRASS SIMULATION
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! InteracPon
MASSIVE GRASS SIMULATION
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! Colliders
MASSIVE GRASS SIMULATION
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! One patch results in N-‐Meshes ‒ N is number of materials used ‒ Instances grouped into 16x16x16 meter patches (yes, volumetric)
! Typical Numbers: ‒ 50k – 70k visible instances on consoles. PC > 100k ‒ Instances have 18 to 3.6k verPces depending on mesh complexity
! Closest instances simulated every frame ‒ Based on distance: simulaPon and Pme sliced skinning ‒ Instances removed further away
MASSIVE GRASS MESH MERGING
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! 16x16x16 patches ‒ Close Instance Patches in Red
MASSIVE GRASS MESH MERGING
CryENGINE 3 Rendering Technology
! Pixel Accurate Displacement Mapping
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! ALTERNATIVE TO TESSELLATION BASED DISPLACEMENT MAPPING
PIXEL ACCURATE DISPLACEMENT MAPPING SILHOUETTE PARALLAX OCCLUSION MAPPING | SILPOM
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! Looked into various approaches, most weren’t pracPcal for producPon
! Current implementaPon is based on principle of barycentric correspondence (JESCHKE07)
PIXEL ACCURATE DISPLACEMENT MAPPING SILHOUETTE PARALLAX OCCLUSION MAPPING | SILPOM
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! Transform verPces and extrude -‐ VS
! Generate prisms and setup clip planes – GS
! Ray marching – PS ‒ Compute intersecPon of view ray with prism and translate to texture space via (Jeschke07) barycentric correspondence
‒ Use resulPng texture uv and height for entry and exit to trace height field ‒ Compute final uv and selecPvely discard pixels (viewer below height map; view ray leaving prism before hi`ng terrain)
‒ Lots of pressure on PS, yet GS is the boyleneck (prism gen)
PIXEL ACCURATE DISPLACEMENT MAPPING TECHNIQUE
CRYENGINE 3 TO CRYENGINE NO MORE NUMBERS
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! FOURTH MAJOR ITERATION ! THIRD MAJOR ITERATION
August 2013 2009 Present
CRYENGINE
CRYENGINE
EVOLVED IN AUGUST 2013
CryENGINE 3
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! No more numbers the line is blurring between generaPons and even plarorms with constant updates required to underlying technology.
! The Complete Next-‐Gen game development soluPon with UlPmate MulP-‐plarorm Toolset
! PlaystaPon® 4, PlaystaPon® 3, Xbox One™, Xbox 360™, Wii U™ and PC all-‐in-‐one game development soluPon with scalable computaPon and graphics technologies. OpPmized for Dx11 and Consoles with big announcements to come of further plarorm support.
! Next GeneraPon engine with physically based shading, film quality effects, complex physics simulaPons and procedural GPGPU effects.
CRYENGINE THE NEW CRYENGINE
RYSE: PREPARING THE CRYENGINE FOR NEXT GEN
OVERVIEW AND OBJECTIVES
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! Overview ‒ Xbox One Launch Title ‒ Rome based 3rd person acPon adventure ‒ New hardware ‒ New pipelines ‒ Looming immovable deadline
! Some Challenges ‒ Universal rigs ‒ Lots of hero chars ‒ Take full advantage of the Xbox One Hardware powered by AMD’s next generaPon APU
RYSE OVERVIEW
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! Characters ‒ Obscene Bone counts ‒ CorrecPve Blend Shapes ‒ 8 weight skinning
! DestrucPon and Next Gen ‒ Complex DeformaPon and DestrucPon ‒ Geom Caching
! Physically Based Shading ! Some Slides from “Ryse: Son of
Rome -‐ Defining the 'Next' Next-‐Gen” Evans, C. -‐ Siggraph 2013
RYSE OBJECTIVES FOR THE CRYENGINE PREPARING THE CRYENGINE FOR NEXT GEN
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! Video of some of the technology behind Ryse and the Next GeneraPon CRYENGINE
! Crysis 3 Top Secret Tessellated Toad Tech:hyp://www.youtube.com/watch?v=vF1zjDSqPoo&feature=share&list=UUtaXcIVFp8HEpthm7qwtKCQ
! CRYENGINE/Ryse Tech Demo: hyp://www.youtube.com/watch?v=0VGuB4obnAE
RYSE TECH VIDEO
RYSE: Preparing the CRYENGINE for Next Gen
! Characters
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! ~ 85,000 Triangles ! 770 Joints
‒ ~500 Deforming of which 260 are facial ‒ 230 CorrecPve Facial Blendshapes ‒ Culled by priority, per animaPon and distance
! Physics ‒ Cloth, Leather, Armor ‒ RunPme wrap-‐deformer
RYSE CHARACTERS MARIUS ON THE XBOX ONE
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! 260 facial bones ! 230 CorrecPve Facial Blendshapes ! 8 influences per vert ! Normals update
CHARACTERS FACES
RYSE: Preparing the CRYENGINE for Next Gen
! DestrucPon with Geom Cache
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! Complex DeformaPon and DestrucPon
• Most game engines take only staPc or skinned meshes
• Leveraged the new hardware to create efficient cache-‐based pipeline
DESTRUCTION GEOMCACHE
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! Technical Overview ‒ Imports Alembic ‒ No engine-‐specific markup ‒ Average filesize ~10% of the original ABC size ‒ Renders as efficiently as staPc geometry ‒ Lossy-‐to-‐Lossless ‒ Supports instancing, streaming, buffered playback
! Advantages ‒ Allows us to iterate faster ‒ Focus on the art, not ge`ng the art into the engine ‒ Send out work to VFX vendors ‒ Quickly try new things
DESTRUCTION CRYTEK GEOMCACHE PIPELINE
RYSE: PREPARING THE CRYENGINE FOR NEXT GEN PHYSICALLY BASED SHADING
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! Shading model that is based on basic physical rules. In contrast to “ObservaPonal Shading” ‒ Law of ConservaPon of Energy ‒ Fresnel EquaPons
! ReplicaPng how real life behaves in the real world, ulPmately ensures that materials look plausible regardless of lighPng condiPons. ‒ Instead of using a lot of fudge and tweak factors which don't have a reasonable meaning in the physical world.
! A benefit of applying physically based models is that fewer parameters are required to achieve certain effects, leading to a more streamlined and approachable content creaPon workflow.
! Current state of video games results in either strong diffuse at very high contrast to break uniformity, or they have overly glossy surfaces with noisy and sparkling highlights.
! While there are many games that look beauPful as a whole, it is quite obvious that there is sPll a gap between offline CG rendering and games. PBS strives to close that gap.
PHYSICALLY BASED SHADING SHADING USING A SET OF PHYSICAL LAWS FOR LIGHT AND MATERIALS
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! Is a Technological Achievement for AMD APU’s
! Bringing us closer to CG offline rendering aesthePcs.
! Next GeneraPon APU’s allow us to leverage far more memory and GPU compute power. ‒ Allows considerably higher quality texture maps
‒ Enables complex math to be executed in shaders.
PHYSICALLY BASED SHADING RYSE PREPARING THE CRYENGINE FOR NEXT GEN
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PHYSICALLY BASED SHADING
! When light hits a surface ‒ Some light gets reflected directly off the surface ‒ Whilst some gets refracted and some enters or goes sub-‐surface.
! Index of RefracPon ‒ The amount of light reflected vs. refracted ‒ Commonly known physical number ‒ Converted to RGB and stored as specular color ‒ ArPsts pick the appropriate specular color from a table with common values.
! Sub-‐Surface light energy ‒ Some gets absorbed ‒ Rest scayered and exits with random direcPon ‒ For relaPvely common opaque materials
! More complex light interacPon model for skin and liquids
HOW LIGHT INTERACTS WITH MATERIALS AND SURFACES
IMAGE FROM “Background: Physics and Math of Shading” Hoffman, N. – Siggraph 2013
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PHYSICALLY BASED SHADING
! Simplifying Material Setup ‒ Smooth Surface reflects light source sharp and clear ‒ As material roughness increases specular highlight becomes wider and less bright
! TradiPonal Model would have two parameters ‒ Size ‒ Intensity
! Physical Laws say that these are coupled! ‒ On rough surfaces light is distributed over larger area ‒ Must thus be less intense at a single point
! Not Trivial Math ‒ Results in a factor that be applied to the BRDF of the shader
! Roughness is the main factor ‒ To control both size and brightness of the highlight simultaneously.
NORMALIZATION OF SPECULAR HIGHLIGHTS
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PHYSICALLY BASED SHADING SURFACE ROUGHNESS
IMAGE FROM Real Time Rendering Third Edition , A K Peters, 2008
! Microscopic irregulariPes influence several shading aspects ‒ Light rays reflected to different angles cause more blurry reflecPons for rougher surfaces
! CRYENGINE couples surface roughness with per-‐pixel normals ‒ Roughness values stored in normal map alpha ‒ Conceptually closely related
! Normals define surface variaPon at marco scale
! Roughness define surface variaPon on mirco scale
! This Insight can ‒ Reduce Specular aliasing ‒ Improve shading of mipmapped normal maps
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! Must keep integrity of materials ‒ Dropped some lighPng approaches
‒ Constant ambient term ‒ hemi-‐spherical ambient term
‒ Would flayen material ‒ No specular contribuPon
! Direct LighPng ‒ Deferred with unified BRDF ‒ Special surfaces forward rendered
! Indirect LighPng ‒ Captured with IBL probes
! Reduce Bandwidth Pressure reading G-‐Buffer ‒ All lighPng computaPons, including applicaPon of the indirect light contribuPon, are performed on screen Ples within a single compute shader, made possible by next gen APUs.
PHYSICALLY BASED SHADING LIGHTING
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PHYSICALLY BASED SHADING ASSET CONSISTENCY ACROSS LIGHTING CONDITIONS
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PHYSICALLY BASED SHADING ASSET CONSISTENCY ACROSS LIGHTING CONDITIONS
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PHYSICALLY BASED SHADING ASSET CONSISTENCY ACROSS LIGHTING CONDITIONS
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! Low light interior
© 2013 Crytek GmbH
PHYSICALLY BASED SHADING CRYENGINE PBS CASE STUDIES
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! Exterior Sunrise
© 2013 Crytek GmbH
PHYSICALLY BASED SHADING CRYENGINE PBS CASE STUDIES
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! Overcast
© 2013 Crytek GmbH
PHYSICALLY BASED SHADING CRYENGINE PBS CASE STUDIES
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! CRYENGINE developed with next-‐gen in mind now reaping the benefits
! Crytek and AMD share a vision for groundbreaking next-‐generaPon hardware
! Moving into Next Gen fun Pmes ahead as we are moving closer towards physical accuracy (not just photorealisml!)
! In the coming months further news to be revealed! ‒ PBS implementaPon ‒ New Tools ‒ More plarorms ‒ New Licensee’s
THAT’S ALL FOLKS CONCLUSION
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! Special Thanks must go to Tiago Sousa, Pierre Ives Donzallaz, Chris Raine, Carsten Wenzel, Marco Corbeya, Jake Turner, Nicolas Schulz, Nick Kasyan, Vladimir Kajalin, Carl Jones, Chris Zilioyo
! THE ENTIRE CRYTEK TEAM for conPnuing to disrespect the impossible.
SPECIAL THANKS THE REAL HERO’S
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! Crytek ‒ “The Rendering Technologies of Crysis 3” Sousa, T. , Raine, C. , Wenzel, C. -‐ GDC 2013 hyp://www.crytek.com/download/Sousa_Tiago_Rendering_Technologies_of_Crysis3.pptx
‒ “Secrets of CryENGINE 3 Graphics Technology”, Sousa T., Schulz N. , Kasyan N., 2011 ‒ “Real-‐Pme Atmospheric Effects in Games”, WENZEL06 – Wenzel, C. 2006 ‒ “The Art and Technology behind Crysis 3” Donzallaz, P Y. , Sousa, T. -‐ FMX 2013 hyp://www.crytek.com/download/fmx2013_c3_art_tech_donzallaz_sousa.pdf ‒ “Ryse: Son of Rome -‐ Defining the 'Next' Next-‐Gen” Evans, C. -‐ Siggraph 2013 hyp://www.crytek.com/download/Ryse_ChrisEvans_Sigg.pdf
‒ “Ryse the transiPon to physically based shading” Shultz, N -‐ 2013 ‒ hyp://www.makinggames.de/index.php/magazin/2391_ryse__the_transiPon_to_physically_based_shading
! AddiPonal References ‒ SIGGRAPH 2013 Course: Physically Based Shading in Theory and PracPce hyp://blog.selfshadow.com/publicaPons/s2013-‐shading-‐course/
‒ “Background: Physics and Math of Shading” Hoffman, N. – Siggraph 2013 hyp://blog.selfshadow.com/publicaPons/s2013-‐shading-‐course/hoffman/s2013_pbs_physics_math_slides.pdf
REFERENCES CRYTEK AND ADDITIONAL
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REFERENCES
! WENZEL06 – Wenzel, C. “Real-‐Pme Atmospheric Effects in Games”, 2006
! JESCHKE07 -‐ Jeschke, S. et al. “InteracPve Smooth and Curved Shell Mapping”, 2007
! THIBIEROZ08 – Thibieroz, N. “Deferred Shading with MulPsampling AnP-‐Aliasing in DirectX10”, 2008
! TÓTH09 – Tóth, B. et al. “Real-‐Pme Volumetric LighPng in ParPcipaPng Media”, 2009
! McDONALD12 – McDonald, J. “Don’t Throw it all Away”, 2012
! WIKI00 – “Stereographic projecPon”, hyp://en.wikipedia.org/wiki/Stereographic_projecPon
FURTHER READING
! WIKI01 – “Y’CbCr”, hyp://en.wikipedia.org/wiki/YCbCr
! WIKI02– “Chroma subsampling”, hyp://en.wikipedia.org/wiki/Chroma_subsampling
! Bjorke K., “Image-‐Based LighPng”, 2007
! Behc, “Box Projected Cubemap Environment Mapping”, 2010
! Hable J. “Uncharted 2: HDR LighPng”, 2010 ! Lagarde S., “Local Image Based LighPng with
Parallax Corrected Cubemaps”, 2012
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QuesPons?
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