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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