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)
Frostbite1;
Forward-rendering
Nostreaming
Hemisphericalsky/ground light+ directional sun light
3point lighting
100%Dynamic shadows, cascaded shadowmaps
3slices, 1024x1024
Single(!)point light per object
NoGlobal Illumination
NoScreen Space Ambient Occlusion
Staticskyocclusion maps for buildings & bigger objects
Staticsky occlusion volumes for indoor environments that dynamic objects sampled asingle value from
Mirror's Edge(2009)
UnrealEngine3
Forward-rendering
Streaming
Staticworld / static lighting
IlluminateLabs Beast Offline Generation
GlobalIllumination (bounce, emissive, translucent)
Storedas directional lightmaps (Radiosity Normal Maps)
Dynamicobjects(i.e. Faith)
Pre-calculatedlight probes form basis for relighting dynamic objects
Combinemost relevant probes to form SH basis for lighting
Extractmajor light axis as “directional light source”
Useconventional 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: