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Lighting you up in Battlefield 3

 
阅读更多

link:http://publications.dice.se/attachments/GDC11_LightingYouUpInBattlefield3.pptx

Dice带来的LightingYouUpInBattleField3

是一个artist写的。。。

没有给细节,陈列一些技术点和技术点的结果,还是很赞的。


ThePast

首先介绍了dice之前项目的一些技术点:

BattleFieldBadCompany:(2008)

Frostbite 1;

Forward-rendering

No streaming

Hemispherical sky/ground light + directional sun light

3 point lighting

100% Dynamic shadows, cascaded shadowmaps

3 slices, 1024x1024

Single (!) point light per object

No Global Illumination

No Screen Space Ambient Occlusion

Static sky occlusion maps for buildings & bigger objects

Static sky occlusion volumes for indoor environments that dynamic objects sampled a single value from

Mirror's Edge(2009)

UnrealEngine3

Forward-rendering

Streaming

Static world / static lighting

Illuminate Labs Beast Offline Generation

Global Illumination (bounce, emissive, translucent)

Stored as directional lightmaps (Radiosity Normal Maps)

Dynamic objects (i.e. Faith)

Pre-calculated light probes form basis for relighting dynamic objects

Combine most relevant probes to form SH basis for lighting

Extract major light axis as “directional light source”

Use conventional shadow mapping from extracted directional

Dice非常渴望能够有进一步的lighting能力,

  • dynamic场景下的GI
  • 室外带有反射surface的大型场景
  • 更多的lighting model
  • 透明散射
  • 高速的work pipeline
  • particle lighting
  • advanced bloom/tone mapping


solutions

GI solution types:

  • light map:large, static, receive and bound light
  • light probe:small, 有机统一的, only receive light, dynamic geometry

黄色的是静态的lightmap驱动的,蓝色的动态的lightprobe驱动的。

然后介绍了一个标准的irradiance volume的用法,也就是lightprobe+lightmap(呃,enlighten哪里去了?)


最后看下color grading和filmic tonemapping的效果对比,这俩技术还是相当有用的。

tonemapping off:

tonemapping on:

color grading off:

color grading on:

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