fabien christin senior lighting artist gdc 2016
TRANSCRIPT
![Page 1: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/1.jpg)
Fabien ChristinSenior Lighting Artist
GDC 2016
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• Gorgeous futuristic office spacesand rooftops
• Lighting was a big part of the art direction
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• Gorgeous futuristic office spacesand rooftops
• Lighting was a big part of the art direction
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• Lighting is Static
• Using Beast inside Unreal Engine 3
• Baked Direct and Indirect Lighting
• High Resolution lightmaps• 1 pixel per cm
• Directional irradiance
• 25 hours to render 1 level
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• Large city as a playground
• Free roaming
• Exploration
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• Living world
• Day cycle
• Vibrant world
• Immersion
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• Living world
• Day cycle
• Vibrant world
• Immersion
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• Strong narration
• City of Glass history
• Rise of Faith
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• Creating a Time of Day system
• Can we even make Mirror’s Edge with dynamic lighting?
• Making beliveable characters for cinematics
• Creating stylized images with Physically Based rendering
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• Frostbite transitioned to PRR
http://www.frostbite.com/2014/11/moving-frostbite-to-pbr/
• Specular: Microfacet model with GGX normal distribution function
• Diffuse: Disney Diffuse with energy renormalization
• Now industry standard
• Easier to author textures with other softwares
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• Base Color
• sRGB 40 – 230
• Smoothness
• Artist driven
• Reflectance
• Controls fresnel curve of reflections
• Physically correct values to follow
• Metal mask
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• Dynamic Time of Day loves PBR
• Shading for every lighting conditions
• Accurate reflections of the environment
• Game camera is a physical camera
• Accurate Exposure values: Shutter Speed, Aperture, ISO
• Realistic Depth of Field
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• Useful EXIF data
• White Balance
• Exposure
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• Capturing HDR probes as references
• 16k * 8k using a 14mm rectilinear lens• 14 camera positions
• Up to 22 EV
• Absolute HDR
• HDR timelapses of sunrise and sunset
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• Object previewing
Work In Progress Visuals
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HDR skies couldn’t be used in the game
• Dynamic time of day would require many skies
• Needs a lot of memory / fast streaming
• Blending between HDR skies was obvious
• Clouds requires high resolution
• Want to relight the clouds
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• Precomputed atmospheric scattering
• Rayleigh coefficients multiplier
• Rayleigh height
Work In Progress Visuals
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• Precomputed atmospheric scattering
• Mie Scattering coefficients multiplier
• Mie Scattering height
Work In Progress Visuals
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• Precomputed atmospheric scattering
• Ozone percentage
Work In Progress Visuals
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• Lights sources
• Sun Intensity illuminates the skyOn a sunny day: Sun = 100 000 lux
• Sun elevation does all the work
Work In Progress Visuals
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• Lights Sources
• Using 2 light sources
• Sun
• Moon
Work In Progress Visuals
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• Aerial Perspective
• Scale and intensity controls
Work In Progress Visuals
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• Height fog
• Altitude
• Density
Work In Progress Visuals
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• Height fog
• Clamp density
• Color add or multiplier
Work In Progress Visuals
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• 2 Cloud planes lit by the sky
• Alpha texture
• Absorbtion and thickness values
• Sky and Clouds cost:
• Around 0.75 ms on consoles(+ 0.35 ms compared to static sky)
Work In Progress Visuals
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• Always want more control
• Wanted deeper blues
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• Physically correct
• But not deep enough
Work In Progress Visuals
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• Circular Polarizing Filter OFF
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• Circular Polarizing Filter ON
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• Solution
• Add Rayleigh ScatteringMultiplier
Work In Progress Visuals
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• Not deep enough
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• Rayleigh scattering / 2
• More dramatic
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• Aerial perspective leakingthrough geometry
Work In Progress Visuals
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• Solution
• Added Mie Scattering multiplier
Work In Progress Visuals
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• Solution
• Replaced with Forward Scattering lightshafts
Work In Progress Visuals
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• Celestials rotation
• Sun, moon and stars
• Time of Day Clock
• 48 min cycle
• Sunrise at 06:00 AM
• Sunset at 06:00 PM
• Curve to control the speed
• Sun Flare
• Animated values
• Camera exposure
• Bloom
• Sun disk size
• ...
Work In Progress Visuals
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• Celestials rotation
• Sun, moon and stars
• Time of Day Clock
• 48 min cycle
• Sunrise at 06:00 AM
• Sunset at 06:00 PM
• Curve to control the speed
• Sun Flare
• Animated values
• Camera exposure
• Bloom
• Sun disk size
• ...
Work In Progress Visuals
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• Constrain the Time Of Day for Critical Path missions
• Want to follow a color script
• Sun shadows
• Connected to the player movement to hide jittery shadows
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Work In Progress Visuals
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Work In Progress Visuals
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• Real-time indirect lighting solution by Geomerics
• Used in Frostbite since Battlefield 3
• However only static lightmaps
• Only used dynamically in Need for Speed Rivals
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• Rather fast precompute
• 7 hours for the whole city
• Interactive relighting
• Gives a lot of creativefreedom
Work In Progress Visuals
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• City divided in hierarchized zones for streaming
• 17 Ground level zones
• 83 Buildings zones
• 391 Props zones
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• Each streaming zone has it ownEnlighten database
• 1 Lightmap (Atlas up to 2048*2048)
• For large static objects
• Lightprobes (L2 spherical harmonics)
• For dynamic and small objects
• GI data for relighting
• Between 5 and 15 MB
• Around 30 databases loadedsimultaneously
Work In Progress Visuals
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• Runtime update on CPU
• Budget of 3 ms per frame
• Small visual pop whenTime Of Day progresses
Work In Progress Visuals
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• Always render Enlighten 4 minutes ahead of TimeOfDay time (8 seconds in real life)
• 3 lightmaps for each database
• Current one
• Next one ready to blend
• Next one getting solved
• Possibility to switch back to instant update
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Work In Progress Visuals
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• Enlighten uses sky convolution to a 32*32 cubemap
• Overall intensity slider
• Multiply / Add colors
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• Default sky from Physical Sky
Work In Progress Visuals
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• Adding color from moon angle+ 60 degrees light
Work In Progress Visuals
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• Sun bounces
• Intensity set to 75%
Work In Progress Visuals
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• Sun bounces
• Intensity set to 75%
Work In Progress Visuals
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Work In Progress Visuals
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Work In Progress Visuals
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Work In Progress Visuals
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• Indirect lighting solution only
• Not really made for baking direct lighting
• Low frequency radiosity
• Low resolution lightmaps
• Missing accurate ambient occlusion from objects
• Inaccurate lightprobe lighting
• Per-object lighting, not per-pixel
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• Old-style cubemap
• Moving with the player
• 256*256*6
• Updated with the Time of Day
• Cheap
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• But not accurate
• Reflections of the cityscapewhere there shouldn’t be any
Work In Progress Visuals
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• Sky Visibility maskfrom Enlighten
• Occludes reflections insmall streets and interiors
• Works for the day
• Lowered contrasts at night
Work In Progress Visuals
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• Sky Visibility maskfrom Enlighten
• Occludes reflections insmall streets and interiors
• Works for the day
• Lowered contrasts at night
Work In Progress Visuals
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• Sky Visibility maskfrom Enlighten
• Occludes reflections insmall streets and interiors
• Works for the day
• Lowered contrasts at night
Work In Progress Visuals
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• Parallax-corrected cubemap
• Box or Sphere
• 256*256*6
• Capture point can be moved
Work In Progress Visuals
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• Parallax-corrected cubemap
• Box or Sphere
• 256*256*6
• Capture point can bemoved
• Tricky to place them
• Normal fade
• Faces fade
• Expanded influences
• Cost of 1 light on thesurface
Work In Progress Visuals
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• Parallax-corrected cubemap
• Box or Sphere
• 256*256*6
• Capture point can bemoved
• Tricky to place them
• Normal fade
• Faces fade
• Expanded influences
• Cost of 1 light on thesurface
Work In Progress Visuals
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• Parallax-corrected cubemap
• Box or Sphere
• 256*256*6
• Capture point can bemoved
• Tricky to place them
• Normal fade
• Faces fade
• Expanded influences
• Cost of 1 light on thesurface
Work In Progress Visuals
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• Updated with the Time of Day
• Pool of 32 LRVs active
• Priority system based on distance and camera frustum
• Update 1 face per frame
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• Raytrace reflections of whatis visible on screen,using the depth buffer
• Adaptive Sampling based onsurface roughness
• Rough: 3 samples
• Smooth: 1 sample
• Clamped to avoid fireflies
Work In Progress Visuals
No SSR
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• Raytrace reflections of whatis visible on screen,using the depth buffer
• Adaptive Sampling based onsurface roughness
• Rough: 3 samples
• Smooth: 1 sample
• Clamped to avoid fireflies
Work In Progress Visuals
SSR
Work In Progress Visuals
![Page 88: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/88.jpg)
• Optimization by roughnessthreshold
• Optimization by world normals
• No reflections on ceilings
• Asynchronous SSR renderwith shadows
• Budget of 4.2 ms for both
• Refined byTemporal Anti Aliasing
Work In Progress Visuals
![Page 89: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/89.jpg)
• Only reflects what is on screen
• Fallback to LRVs
• Opaque lines cut the SSR rays
• Fix issues by turning offdepth writing when possible
• Doesn’t apply on Transparentobjects
Work In Progress Visuals
![Page 90: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/90.jpg)
• Only reflects what is on screen
• Fallback to LRVs
• Opaque lines cut the SSR rays
• Fix issues by turning offdepth writing when possible
• Doesn’t apply on Transparentobjects
Work In Progress Visuals
![Page 91: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/91.jpg)
![Page 92: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/92.jpg)
• Mirror reflections for characters
• Forward Rendering
• Light probe lighting
• Directionnal Light without shadows
• Override lighting intensity and direction
![Page 93: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/93.jpg)
![Page 94: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/94.jpg)
• Sun: 100 000 lux
• 11:00
• EV 14.4
• White is underexposed
Work In Progress Visuals
![Page 95: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/95.jpg)
• Sun: 100 000 lux
• 11:00
• EV 12.6
• Overexposed by 1.8 EV
• White properly exposed
• Added threshold to avoidoverexposing non-whitematerials
Work In Progress Visuals
![Page 96: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/96.jpg)
• Sun: 100 000 lux
• 00:00
• EV -0.35
• Overexposed by 1.5 EV
![Page 97: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/97.jpg)
• Sun: 100 000 lux
• 18:00
• EV 5.7
• Overexposed by 1.8 EV
• Local lights contribution isvery low around sunset
Work In Progress Visuals
![Page 98: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/98.jpg)
• Sun: 1000 lux
• 18:00
• EV 0.45
• Overexposed by 1.8 EV
• Better ratio between locallights and sky
Work In Progress Visuals
![Page 99: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/99.jpg)
• Sun: 1000 lux
• 11:00
• EV 6
• Overexposed by 1.8 EV
Work In Progress Visuals
![Page 100: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/100.jpg)
• Sun: 100 000 lux
• 11:00
• EV 12.6
• Overexposed by 1.8 EV
• No visual differencebetween 100 000 lux and1 000 lux during the day
Work In Progress Visuals
![Page 101: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/101.jpg)
• Sun: 100 000 lux
• Overblown exteriors
• Enlighten light leaks
Work In Progress Visuals
![Page 102: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/102.jpg)
• Sun: 1 000 lux
• Prefer Eye dynamic rangeto camera dynamic range
So we divided sun intensity
by 100
Work In Progress Visuals
![Page 103: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/103.jpg)
• Linear > sRGB
Work In Progress Visuals
![Page 104: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/104.jpg)
• Linear > Filmic
Work In Progress Visuals
![Page 105: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/105.jpg)
• Filmic
Work In Progress Visuals
![Page 106: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/106.jpg)
• Filmic modified
• White clipping
• Adjusted toe
Work In Progress Visuals
![Page 107: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/107.jpg)
• Filmic modified
• White clipping
• Adjusted toe
Work In Progress Visuals
![Page 108: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/108.jpg)
• Filmic modified
• White clipping
• Adjusted toe
Work In Progress Visuals
![Page 109: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/109.jpg)
• Graded
Work In Progress Visuals
![Page 110: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/110.jpg)
Work In Progress Visuals
Ungraded
![Page 111: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/111.jpg)
Work In Progress Visuals
Graded
![Page 112: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/112.jpg)
Work In Progress Visuals
Ungraded
![Page 113: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/113.jpg)
Work In Progress Visuals
Graded
![Page 114: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/114.jpg)
Work In Progress Visuals
Ungraded
![Page 115: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/115.jpg)
Graded
Work In Progress Visuals
![Page 116: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/116.jpg)
![Page 117: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/117.jpg)
• Physically based
• Units in Lumens or Candelas
• Realistic decay rate
• Color temperature in Kelvin, or RGB
• IES photometric
• Real intensities or as masks
• Area lights
• Rectangular
• Disk
• Sphere
• Tube
![Page 118: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/118.jpg)
• Physically based
• Units in Lumens or Candelas
• Realistic decay
• Color temperature in Kelvin, or RGB
• IES photometric
• Real intensities or as masks
• Area lights
• Rectangular
• Disk
• Sphere
• Tube
![Page 119: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/119.jpg)
• Physically based
• Units in Lumens or Candelas
• Realistic decay
• Color temperature in Kelvin or RGB
• IES photometric
• Real intensities or as masks
• Area lights
• Rectangular
• Disk
• Sphere
• Tube
Work In Progress Visuals
![Page 120: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/120.jpg)
• Physically based
• Units in Lumens or Candelas
• Realistic decay
• Color temperature in Kelvin or RGB
• IES photometric
• Real intensities or as masks
• Area lights
• Rectangular
• Disk
• Sphere
• Tube
Work In Progress Visuals
![Page 121: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/121.jpg)
• Hard to use real light intensities
• Only works for point lights
• Realtime lights are not infinite,have small cones, miss bounce lighting...
• First set up your camera exposure,then adjust intensities so it looks good X
![Page 122: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/122.jpg)
• Attenuation Offset
• Lighting more ambient
• Avoid blown out surfaces
Work In Progress Visuals
![Page 123: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/123.jpg)
• Attenuation Offset
• Lighting more ambient
• Avoid blown out surfaces
Work In Progress Visuals
![Page 124: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/124.jpg)
• Attenuation Offset
• Lighting more ambient
• Avoid blown out surfaces
Work In Progress Visuals
![Page 125: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/125.jpg)
• Attenuation Offset
• Lighting more ambient
• Avoid blown out surfaces
Work In Progress Visuals
![Page 126: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/126.jpg)
• Placement can be tricky assampling is sparse
• Make lights biggers
• Use radiosity-only lights
• Radiosity Color ScaleScale
• RGB for color shift
Work In Progress Visuals
![Page 127: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/127.jpg)
• Placement can be tricky assampling is sparse
• Make lights biggers
• Use radiosity-only lights
• Radiosity Color Scale
• RGB for color shift
Work In Progress Visuals
![Page 128: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/128.jpg)
• Tiled Deferred Lighting
• 8*8 tiles
• Can afford many lightsif they don’t overlap
• Budget of 3.3 ms
Work In Progress Visuals
![Page 129: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/129.jpg)
• Tiled Deferred Lighting
• 8*8 tiles
• Can afford many lightsif they don’t overlap
• Budget of 3.5 ms
Work In Progress Visuals
![Page 130: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/130.jpg)
• 8 shadow casting lights simultaneously
• Budget shared with SSR: 4.2 ms
• Cached shadows
• Only update them when a characterenters the light bounding box
• Fade distance setting
• Manually tweaked for each light
Work In Progress Visuals
![Page 131: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/131.jpg)
![Page 132: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/132.jpg)
• “Raw” image
Work In Progress Visuals
![Page 133: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/133.jpg)
• Gaussian Bloom
• Custom color for each pyramidlevel
• Vertical /Horizontal stretch
• Multiplied by a lens dirt texture
• Lens reflection
• Transposed and distortedbloom
Work In Progress Visuals
![Page 134: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/134.jpg)
• Gaussian Bloom
• Custom color for each pyramidlevel
• Vertical / Horizontal stretch
• Multiplied by a lens dirt texture
• Lens reflection
• Transposed and distortedbloom
Work In Progress Visuals
![Page 135: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/135.jpg)
• Gaussian Bloom
• Custom color for each pyramidlevel
• Vertical / Horizontal stretch
• Multiplied by a lens dirt texture
• Lens reflection
• Transposed and distortedbloom
Work In Progress Visuals
![Page 136: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/136.jpg)
• Gaussian Bloom
• Custom color for each pyramidlevel
• Vertical / Horizontal stretch
• Multiplied by a lens dirt texture
• Lens reflection
• Transposed and distortedbloom
Work In Progress Visuals
![Page 137: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/137.jpg)
• Simple Volumetrics
• Additive Spheres
• Adds depth separation
• Creates color shift
Work In Progress Visuals
![Page 138: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/138.jpg)
Work In Progress Visuals
Before
![Page 139: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/139.jpg)
Work In Progress Visuals
Work In Progress Visuals
After
![Page 140: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/140.jpg)
• Commercial billboards
• Newscasts
• Average color output
• Drive Simple Volumetricsand Light color
• Exposure Compensated
Work In Progress Visuals
![Page 141: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/141.jpg)
![Page 142: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/142.jpg)
• Model face scan
• Extract mesh and diffuse texture
• Different face poses scanned for wrinkle maps
• But we modified all the faces
• Stylized Characters
• Missing reflection information from capture
![Page 143: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/143.jpg)
• Studio lighting test
• Recreate scene inside Frostbite
• HDR capture
• Identical lights
• Lights rotating around subject
![Page 144: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/144.jpg)
• Compare reference picturesto imported face scan
• Findings:
• Skin Saturation was too high
• Reflectance was too high• Skin reflectance = 2.8 %
• Smoothness was too high
• Emissive intensities of some lightfixtures were too strong
![Page 145: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/145.jpg)
Lit Base Color AO Smoothness Reflectance Normals
![Page 146: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/146.jpg)
• Subsurface scattering
Work In Progress Visuals
SSS Off
![Page 147: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/147.jpg)
• Subsurface scattering
Work In Progress Visuals
SSS On
![Page 148: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/148.jpg)
• Eye shader
• Parallax for refraction
• Normal map for irisconcavity
• Anisotropic Hair Shader
Work In Progress Visuals
![Page 149: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/149.jpg)
• Eye shader
• Parallax for refraction
• Normal map for irisconcavity
• Anisotropic Hair Shader
Work In Progress Visuals
![Page 150: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/150.jpg)
• Used a lot of lights
![Page 151: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/151.jpg)
• Used a lot of lights
• 472 for this scene
![Page 152: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/152.jpg)
• Attached lights to camera track
• Attached lights to camera track
• Bugdet of 32 shadow casting lights
• Larger shadow filtering (gaussian size 15)
• Shadow dimmer very useful
• Simple Volumetrics sorting
• Sprite DoF
![Page 153: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/153.jpg)
Work In Progress Visuals
Base lighting purposefully dark
![Page 154: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/154.jpg)
Work In Progress Visuals
Key light
![Page 155: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/155.jpg)
Work In Progress Visuals
First fill light
![Page 156: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/156.jpg)
Work In Progress Visuals
Secondary fill light
![Page 157: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/157.jpg)
Work In Progress Visuals
Background light
![Page 158: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/158.jpg)
Work In Progress Visuals
Top Fill light
![Page 159: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/159.jpg)
Work In Progress Visuals
Rim light
![Page 160: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/160.jpg)
Work In Progress Visuals
Area Light reflected in the eye
![Page 161: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/161.jpg)
Work In Progress Visuals
Shadow dimmer on main light
![Page 162: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/162.jpg)
Work In Progress Visuals
Better shadow filtering
![Page 163: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/163.jpg)
Work In Progress Visuals
Sprite DoF
![Page 164: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/164.jpg)
Work In Progress Visuals
Emissive shapes for bokeh
![Page 165: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/165.jpg)
• Know your PBR
• Work with references
• Respect the ground rules: Dynamic Lighting doesn’t forgive
• Break your PBR
• Make up for inaccuracies
• Enhance the visuals
• Stay in control!
• Do not use the wrong fix for the wrong problem
• The result is what matters
![Page 166: Fabien Christin Senior Lighting Artist GDC 2016](https://reader035.vdocuments.mx/reader035/viewer/2022071519/613c63b2f237e1331c514301/html5/thumbnails/166.jpg)
• The entire Mirror’s Edge team
• Anton Palmqvist / Lighting Artist
• Karl Stjernberg / Lighting Artist
• Ben Hutchings / Cutscene Lighting Artist
• Hus Zekayi / Cutscene Lighting Artist
• Jhony Ljungstedt / Art Director
• Mikael Linderholm / Technical Art Director
• Yasin Uludag / Graphics Programmer
• Mikael Uddholm / Graphics Programmer
• Mark Scheurwater / Software Engineer
• Michael Lidgren / Software Engineer
• Frostbite Rendering team
• Gustav Bodare and Edvard Sandberg for the Physical Sky