Fabien Christin Senior Lighting Artist GDC 2016

167
Fabien Christin Senior Lighting Artist GDC 2016

Transcript of Fabien Christin Senior Lighting Artist GDC 2016

Page 1: Fabien Christin Senior Lighting Artist GDC 2016

Fabien ChristinSenior Lighting Artist

GDC 2016

Page 2: Fabien Christin Senior Lighting Artist GDC 2016
Page 3: Fabien Christin Senior Lighting Artist GDC 2016

• Gorgeous futuristic office spacesand rooftops

• Lighting was a big part of the art direction

Page 4: Fabien Christin Senior Lighting Artist GDC 2016

• Gorgeous futuristic office spacesand rooftops

• Lighting was a big part of the art direction

Page 5: Fabien Christin Senior Lighting Artist GDC 2016

• 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

Page 6: Fabien Christin Senior Lighting Artist GDC 2016
Page 7: Fabien Christin Senior Lighting Artist GDC 2016

• Large city as a playground

• Free roaming

• Exploration

Page 8: Fabien Christin Senior Lighting Artist GDC 2016

• Living world

• Day cycle

• Vibrant world

• Immersion

Page 9: Fabien Christin Senior Lighting Artist GDC 2016

• Living world

• Day cycle

• Vibrant world

• Immersion

Page 10: Fabien Christin Senior Lighting Artist GDC 2016

• Strong narration

• City of Glass history

• Rise of Faith

Page 11: Fabien Christin Senior Lighting Artist GDC 2016

• 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

Page 12: Fabien Christin Senior Lighting Artist GDC 2016

• 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

Page 13: Fabien Christin Senior Lighting Artist GDC 2016

• Base Color

• sRGB 40 – 230

• Smoothness

• Artist driven

• Reflectance

• Controls fresnel curve of reflections

• Physically correct values to follow

• Metal mask

Page 14: Fabien Christin Senior Lighting Artist GDC 2016

• 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

Page 15: Fabien Christin Senior Lighting Artist GDC 2016
Page 16: Fabien Christin Senior Lighting Artist GDC 2016
Page 17: Fabien Christin Senior Lighting Artist GDC 2016
Page 18: Fabien Christin Senior Lighting Artist GDC 2016
Page 19: Fabien Christin Senior Lighting Artist GDC 2016
Page 20: Fabien Christin Senior Lighting Artist GDC 2016
Page 21: Fabien Christin Senior Lighting Artist GDC 2016

• Useful EXIF data

• White Balance

• Exposure

Page 22: Fabien Christin Senior Lighting Artist GDC 2016

• 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

Page 23: Fabien Christin Senior Lighting Artist GDC 2016

• Object previewing

Work In Progress Visuals

Page 24: Fabien Christin Senior Lighting Artist GDC 2016

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

Page 25: Fabien Christin Senior Lighting Artist GDC 2016
Page 26: Fabien Christin Senior Lighting Artist GDC 2016

• Precomputed atmospheric scattering

• Rayleigh coefficients multiplier

• Rayleigh height

Work In Progress Visuals

Page 27: Fabien Christin Senior Lighting Artist GDC 2016

• Precomputed atmospheric scattering

• Mie Scattering coefficients multiplier

• Mie Scattering height

Work In Progress Visuals

Page 28: Fabien Christin Senior Lighting Artist GDC 2016

• Precomputed atmospheric scattering

• Ozone percentage

Work In Progress Visuals

Page 29: Fabien Christin Senior Lighting Artist GDC 2016

• Lights sources

• Sun Intensity illuminates the skyOn a sunny day: Sun = 100 000 lux

• Sun elevation does all the work

Work In Progress Visuals

Page 30: Fabien Christin Senior Lighting Artist GDC 2016

• Lights Sources

• Using 2 light sources

• Sun

• Moon

Work In Progress Visuals

Page 31: Fabien Christin Senior Lighting Artist GDC 2016

• Aerial Perspective

• Scale and intensity controls

Work In Progress Visuals

Page 32: Fabien Christin Senior Lighting Artist GDC 2016

• Height fog

• Altitude

• Density

Work In Progress Visuals

Page 33: Fabien Christin Senior Lighting Artist GDC 2016

• Height fog

• Clamp density

• Color add or multiplier

Work In Progress Visuals

Page 34: Fabien Christin Senior Lighting Artist GDC 2016

• 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

Page 35: Fabien Christin Senior Lighting Artist GDC 2016

• Always want more control

• Wanted deeper blues

Page 36: Fabien Christin Senior Lighting Artist GDC 2016

• Physically correct

• But not deep enough

Work In Progress Visuals

Page 37: Fabien Christin Senior Lighting Artist GDC 2016

• Circular Polarizing Filter OFF

Page 38: Fabien Christin Senior Lighting Artist GDC 2016

• Circular Polarizing Filter ON

Page 39: Fabien Christin Senior Lighting Artist GDC 2016

• Solution

• Add Rayleigh ScatteringMultiplier

Work In Progress Visuals

Page 40: Fabien Christin Senior Lighting Artist GDC 2016

• Not deep enough

Page 41: Fabien Christin Senior Lighting Artist GDC 2016

• Rayleigh scattering / 2

• More dramatic

Page 42: Fabien Christin Senior Lighting Artist GDC 2016
Page 43: Fabien Christin Senior Lighting Artist GDC 2016

• Aerial perspective leakingthrough geometry

Work In Progress Visuals

Page 44: Fabien Christin Senior Lighting Artist GDC 2016

• Solution

• Added Mie Scattering multiplier

Work In Progress Visuals

Page 45: Fabien Christin Senior Lighting Artist GDC 2016

• Solution

• Replaced with Forward Scattering lightshafts

Work In Progress Visuals

Page 46: Fabien Christin Senior Lighting Artist GDC 2016

• 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

Page 47: Fabien Christin Senior Lighting Artist GDC 2016

• 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

Page 48: Fabien Christin Senior Lighting Artist GDC 2016
Page 49: Fabien Christin Senior Lighting Artist GDC 2016

• 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

Page 50: Fabien Christin Senior Lighting Artist GDC 2016
Page 51: Fabien Christin Senior Lighting Artist GDC 2016

Work In Progress Visuals

Page 52: Fabien Christin Senior Lighting Artist GDC 2016

Work In Progress Visuals

Page 53: Fabien Christin Senior Lighting Artist GDC 2016

• 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

Page 54: Fabien Christin Senior Lighting Artist GDC 2016

• Rather fast precompute

• 7 hours for the whole city

• Interactive relighting

• Gives a lot of creativefreedom

Work In Progress Visuals

Page 55: Fabien Christin Senior Lighting Artist GDC 2016

• City divided in hierarchized zones for streaming

• 17 Ground level zones

• 83 Buildings zones

• 391 Props zones

Page 56: Fabien Christin Senior Lighting Artist GDC 2016

• 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

Page 57: Fabien Christin Senior Lighting Artist GDC 2016

• Runtime update on CPU

• Budget of 3 ms per frame

• Small visual pop whenTime Of Day progresses

Work In Progress Visuals

Page 58: Fabien Christin Senior Lighting Artist GDC 2016

• 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

Page 59: Fabien Christin Senior Lighting Artist GDC 2016

Work In Progress Visuals

Page 60: Fabien Christin Senior Lighting Artist GDC 2016

• Enlighten uses sky convolution to a 32*32 cubemap

• Overall intensity slider

• Multiply / Add colors

Page 61: Fabien Christin Senior Lighting Artist GDC 2016

• Default sky from Physical Sky

Work In Progress Visuals

Page 62: Fabien Christin Senior Lighting Artist GDC 2016

• Adding color from moon angle+ 60 degrees light

Work In Progress Visuals

Page 63: Fabien Christin Senior Lighting Artist GDC 2016

• Sun bounces

• Intensity set to 75%

Work In Progress Visuals

Page 64: Fabien Christin Senior Lighting Artist GDC 2016

• Sun bounces

• Intensity set to 75%

Work In Progress Visuals

Page 65: Fabien Christin Senior Lighting Artist GDC 2016

Work In Progress Visuals

Page 66: Fabien Christin Senior Lighting Artist GDC 2016

Work In Progress Visuals

Page 67: Fabien Christin Senior Lighting Artist GDC 2016

Work In Progress Visuals

Page 68: Fabien Christin Senior Lighting Artist GDC 2016

• 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

Page 69: Fabien Christin Senior Lighting Artist GDC 2016
Page 70: Fabien Christin Senior Lighting Artist GDC 2016
Page 71: Fabien Christin Senior Lighting Artist GDC 2016
Page 72: Fabien Christin Senior Lighting Artist GDC 2016

• Old-style cubemap

• Moving with the player

• 256*256*6

• Updated with the Time of Day

• Cheap

Page 73: Fabien Christin Senior Lighting Artist GDC 2016

• But not accurate

• Reflections of the cityscapewhere there shouldn’t be any

Work In Progress Visuals

Page 74: Fabien Christin Senior Lighting Artist GDC 2016

• Sky Visibility maskfrom Enlighten

• Occludes reflections insmall streets and interiors

• Works for the day

• Lowered contrasts at night

Work In Progress Visuals

Page 75: Fabien Christin Senior Lighting Artist GDC 2016

• Sky Visibility maskfrom Enlighten

• Occludes reflections insmall streets and interiors

• Works for the day

• Lowered contrasts at night

Work In Progress Visuals

Page 76: Fabien Christin Senior Lighting Artist GDC 2016

• Sky Visibility maskfrom Enlighten

• Occludes reflections insmall streets and interiors

• Works for the day

• Lowered contrasts at night

Work In Progress Visuals

Page 77: Fabien Christin Senior Lighting Artist GDC 2016
Page 78: Fabien Christin Senior Lighting Artist GDC 2016
Page 79: Fabien Christin Senior Lighting Artist GDC 2016

• Parallax-corrected cubemap

• Box or Sphere

• 256*256*6

• Capture point can be moved

Work In Progress Visuals

Page 80: Fabien Christin Senior Lighting Artist GDC 2016

• 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

Page 81: Fabien Christin Senior Lighting Artist GDC 2016

• 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

Page 82: Fabien Christin Senior Lighting Artist GDC 2016

• 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

Page 83: Fabien Christin Senior Lighting Artist GDC 2016

• Updated with the Time of Day

• Pool of 32 LRVs active

• Priority system based on distance and camera frustum

• Update 1 face per frame

Page 84: Fabien Christin Senior Lighting Artist GDC 2016
Page 85: Fabien Christin Senior Lighting Artist GDC 2016
Page 86: Fabien Christin Senior Lighting Artist GDC 2016

• 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

Page 87: Fabien Christin Senior Lighting Artist GDC 2016

• 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

• 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

• 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

• 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
Page 92: Fabien Christin Senior Lighting Artist GDC 2016

• 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
Page 94: Fabien Christin Senior Lighting Artist GDC 2016

• 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

• 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

• Sun: 100 000 lux

• 00:00

• EV -0.35

• Overexposed by 1.5 EV

Page 97: Fabien Christin Senior Lighting Artist GDC 2016

• 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

• 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

• 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

• 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

• Sun: 100 000 lux

• Overblown exteriors

• Enlighten light leaks

Work In Progress Visuals

Page 102: Fabien Christin Senior Lighting Artist GDC 2016

• 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

• Linear > sRGB

Work In Progress Visuals

Page 104: Fabien Christin Senior Lighting Artist GDC 2016

• Linear > Filmic

Work In Progress Visuals

Page 105: Fabien Christin Senior Lighting Artist GDC 2016

• Filmic

Work In Progress Visuals

Page 106: Fabien Christin Senior Lighting Artist GDC 2016

• Filmic modified

• White clipping

• Adjusted toe

Work In Progress Visuals

Page 107: Fabien Christin Senior Lighting Artist GDC 2016

• Filmic modified

• White clipping

• Adjusted toe

Work In Progress Visuals

Page 108: Fabien Christin Senior Lighting Artist GDC 2016

• Filmic modified

• White clipping

• Adjusted toe

Work In Progress Visuals

Page 109: Fabien Christin Senior Lighting Artist GDC 2016

• Graded

Work In Progress Visuals

Page 110: Fabien Christin Senior Lighting Artist GDC 2016

Work In Progress Visuals

Ungraded

Page 111: Fabien Christin Senior Lighting Artist GDC 2016

Work In Progress Visuals

Graded

Page 112: Fabien Christin Senior Lighting Artist GDC 2016

Work In Progress Visuals

Ungraded

Page 113: Fabien Christin Senior Lighting Artist GDC 2016

Work In Progress Visuals

Graded

Page 114: Fabien Christin Senior Lighting Artist GDC 2016

Work In Progress Visuals

Ungraded

Page 115: Fabien Christin Senior Lighting Artist GDC 2016

Graded

Work In Progress Visuals

Page 116: Fabien Christin Senior Lighting Artist GDC 2016
Page 117: Fabien Christin Senior Lighting Artist GDC 2016

• 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

• 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

• 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

• 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

• 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

• Attenuation Offset

• Lighting more ambient

• Avoid blown out surfaces

Work In Progress Visuals

Page 123: Fabien Christin Senior Lighting Artist GDC 2016

• Attenuation Offset

• Lighting more ambient

• Avoid blown out surfaces

Work In Progress Visuals

Page 124: Fabien Christin Senior Lighting Artist GDC 2016

• Attenuation Offset

• Lighting more ambient

• Avoid blown out surfaces

Work In Progress Visuals

Page 125: Fabien Christin Senior Lighting Artist GDC 2016

• Attenuation Offset

• Lighting more ambient

• Avoid blown out surfaces

Work In Progress Visuals

Page 126: Fabien Christin Senior Lighting Artist GDC 2016

• 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

• 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

• 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

• 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

• 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
Page 132: Fabien Christin Senior Lighting Artist GDC 2016

• “Raw” image

Work In Progress Visuals

Page 133: Fabien Christin Senior Lighting Artist GDC 2016

• 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

• 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

• 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

• 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

• Simple Volumetrics

• Additive Spheres

• Adds depth separation

• Creates color shift

Work In Progress Visuals

Page 138: Fabien Christin Senior Lighting Artist GDC 2016

Work In Progress Visuals

Before

Page 139: Fabien Christin Senior Lighting Artist GDC 2016

Work In Progress Visuals

Work In Progress Visuals

After

Page 140: Fabien Christin Senior Lighting Artist GDC 2016

• 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
Page 142: Fabien Christin Senior Lighting Artist GDC 2016

• 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

• Studio lighting test

• Recreate scene inside Frostbite

• HDR capture

• Identical lights

• Lights rotating around subject

Page 144: Fabien Christin Senior Lighting Artist GDC 2016

• 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

Lit Base Color AO Smoothness Reflectance Normals

Page 146: Fabien Christin Senior Lighting Artist GDC 2016

• Subsurface scattering

Work In Progress Visuals

SSS Off

Page 147: Fabien Christin Senior Lighting Artist GDC 2016

• Subsurface scattering

Work In Progress Visuals

SSS On

Page 148: Fabien Christin Senior Lighting Artist GDC 2016

• 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

• 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

• Used a lot of lights

Page 151: Fabien Christin Senior Lighting Artist GDC 2016

• Used a lot of lights

• 472 for this scene

Page 152: Fabien Christin Senior Lighting Artist GDC 2016

• 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

Work In Progress Visuals

Base lighting purposefully dark

Page 154: Fabien Christin Senior Lighting Artist GDC 2016

Work In Progress Visuals

Key light

Page 155: Fabien Christin Senior Lighting Artist GDC 2016

Work In Progress Visuals

First fill light

Page 156: Fabien Christin Senior Lighting Artist GDC 2016

Work In Progress Visuals

Secondary fill light

Page 157: Fabien Christin Senior Lighting Artist GDC 2016

Work In Progress Visuals

Background light

Page 158: Fabien Christin Senior Lighting Artist GDC 2016

Work In Progress Visuals

Top Fill light

Page 159: Fabien Christin Senior Lighting Artist GDC 2016

Work In Progress Visuals

Rim light

Page 160: Fabien Christin Senior Lighting Artist GDC 2016

Work In Progress Visuals

Area Light reflected in the eye

Page 161: Fabien Christin Senior Lighting Artist GDC 2016

Work In Progress Visuals

Shadow dimmer on main light

Page 162: Fabien Christin Senior Lighting Artist GDC 2016

Work In Progress Visuals

Better shadow filtering

Page 163: Fabien Christin Senior Lighting Artist GDC 2016

Work In Progress Visuals

Sprite DoF

Page 164: Fabien Christin Senior Lighting Artist GDC 2016

Work In Progress Visuals

Emissive shapes for bokeh

Page 165: Fabien Christin Senior Lighting Artist GDC 2016

• 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

• 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