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GS-4133, CRYENGINE and AMD bringing the next generation now, by Sean Tracey

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Presentation GS-4133 by Sean Tracey at the AMD Developer Summit (APU13) November 11-13, 2013.

Presentation GS-4133 by Sean Tracey at the AMD Developer Summit (APU13) November 11-13, 2013.

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  • 1. EVOLUTION  OF  THE  CRYENGINE  FOR  NEXT  GEN   SEAN  TRACY  –US  ENGINE  BUSINESS  DEVELOPMENT  MANAGER,   Sean  Tracy–  US  Engine  Business  Development  Manager   CRYTEK  
  • 2. EVOLUTION  OF  THE  CRYENGINE  FOR  NEXT  GEN   INTRO  
  • 3. AGENDA   WHAT  WE  WILL  TALK  ABOUT  TODAY   !  Brief  intro  to  Crytek  and  my  posiPon   !  Crysis  3:  CryENGINE  3  rendering  technologies   ‒  Hybrid  Deferred  Rendering   ‒  Massive  Grass     ‒  Pixel  Accurate  Displacement  Mapping   !  CryENGINE  3  to  CRYENGINE   ‒  No  More  Numbers   !  Ryse  :  Preparing  the  CRYENGINE  for  Next  Gen   ‒  Characters  and  Faces   ‒  DestrucPon   ‒  Physically  Based  Shading   !  Conclusion  and  Looking  Forward   3   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 4. Intro  To  Crytek   !  Who  is  Crytek?  
  • 5. CRYTEK   WHO  IS  CRYTEK   !  Founded  in  1999   !  MulPple  Products   ‒  Technology  -­‐  CryENGINE   ‒  Games  -­‐  Crysis,  Ryse,  Homefront  2  and  more   ‒  Publishing  and  Online  -­‐  GFACE   !  850  employees  across  9  studios   ‒  Frankfurt  (Germany)   ‒  No`ngham  (UK)   ‒  Kiev  (Ukraine)   ‒  AusPn  (USA)     ‒  Budapest  (Hungary)   ‒  Seoul  (South  Korea)   ‒  Sofia  (Bulgaria)   ‒  Shanghai  (China)   ‒  Istanbul  (Turkey)   5   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 6. US  ENGINE  BUSINESS  DEVELOPMENT  MANAGER CRYENGINE  EVANGELIST  |  SCRIPT  KIDDIE   !  Recruited  to  Crytek  in  2008  from  the  modding  community   !  Works  Directly  with  Licensees  through  Training  and     Co-­‐development   !  Not  a  programmer!   ‒  SPll  quite  technical   !  Shipped  Games   ‒  Crysis  Warhead  PC   ‒  Crysis  Conversion  Xbox  360  ,  PS3   ‒  Crysis  2  PC,  Xbox  360,  PS3   ‒  Nexuiz  PC,  Xbox  360   ‒  Nike+  Kinect  Training    Xbox  360   ‒  Crysis  3  PC,  Xbox  360,  PS3   ‒  MechWarrior    Online  PC   ‒  Sniper  Ghost  Warrior  2  PC,  Xbox  360,  PS3   ‒  State  of  Decay  (Support)  Xbox  360     6   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL      
  • 7. Crysis  and  the  CRYENGINE   !  Overview  and  objecPves  
  • 8. CRYSIS  FRANCHISE   SHIPPED  ON  PC,  XBOX  360,  PLAYSTATION  3   !  Overview   ‒  First  Person  Shooter   ‒  Super  Soldier  equipped  with  Nanosuit   ‒  Sandbox  Gameplay   !  Crysis  Trilogy   ‒  Crysis  1  (2007):  awakening  of  ancient  alien  civilizaPon  on  an  island   ‒  Crysis  2  (2011):  fighPng  against  alien  invasion  in  New  York   ‒  Crysis  3  (2013):  awakening  and  destrucPon  of  the  alien  boss  in  New  York   8   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 9. OBJECTIVES  FOR  CRYSIS  3  AND  THE  CRYENGINE  3   DRIVING  CRYENGINE  TECHNOLOGY     !  Gameplay   ‒  Merge  the  best  of  Crysis  1  and  2   ‒  More  open  levels   ‒  More  game-­‐play  freedom   ‒  More  weapons  (bow  and  alien  weapons)   !  Visuals   ‒  Push  the  visual  quality  with  CryENGINE  3   ‒  Set  the  stage  for  next  generaPon  games   ‒  Take  full  advtange  of  next  generaPon     Hardware,  for  example  GCN  Architecture   ‒  Strong  natural  se`ngs   ‒  Extremely  dense  vegetaPon   9   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 10. CRYENGINE  3  RENDERING  TECHNOLOGY   HIGHLIGHTS  OF  THE  CRYENGINE  3  RENDERER   !  Slides  from  “The  Rendering  Technologies  of   Crysis  3”  Sousa,  T.  ,  Raine,  C.  ,  Wenzel,  C.  -­‐  GDC   2013   !  Hybrid  Deferred  Rendering   ‒  Thin  G-­‐Buffer  2.0   ‒  Localized  image-­‐based  lighPng     ‒  Screen  Space  ReflecPons   ‒  Dynamic  lighPng  and  shadows   ‒  Contact  shadows  (SSDO)  for  every  light  source   !  Massive  Grass   ‒  Merged  Meshing   !  Pixel  Accurate  Displacement  Mapping   ‒  Also  known  as  SilPom   10   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 11. CRYSIS  FRANCHISE   SHIPPED  ON  PC,  XBOX  360,  PLAYSTATION  3   !  Crysis  3  Tech  Video   11   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 12. CRYENGINE  3   RENDERING   TECHNOLOGIES   HYBRID  DEFERRED  RENDERING  AND  THIN    G-­‐ BUFFER  2.0  
  • 13. HYBRID  DEFERRED  RENDERING   G-­‐BUFFER  LAYOUT  FOR  CRYSIS  3   !  Thin  G-­‐Buffer  2.0   ‒  Minimize  redundant  drawcalls   ‒  AB  details  on  G-­‐Buffer  with  proper  glossiness   ‒  Tons  of  vegetaPon  =>  Deferred  translucency   ‒  MulPplarorm  friendly   !  Crysis  3  Final  G-­‐Buffer  Layout   !  Next  a  visual  breakdown  of  each  Channel   13   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 14. HYBRID  DEFERRED  RENDERER   VISUAL  BREAKDOWN  OF  THIN  G-­‐BUFFER  2.0     !  Final  Composite   14   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 15. HYBRID  DEFERRED  RENDERER   VISUAL  BREAKDOWN  OF  THIN  G-­‐BUFFER  2.0       !  Depth  &  Stencil   15   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 16. HYBRID  DEFERRED  RENDERER   VISUAL  BREAKDOWN  OF  THIN  G-­‐BUFFER  2.0     !  RG:  Normals     16   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL   ©  2013  Crytek  GmbH  
  • 17. HYBRID  DEFERRED  RENDERER   VISUAL  BREAKDOWN  OF  THIN  G-­‐BUFFER  2.0     !  B:  Glossiness   17   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL   ©  2013  Crytek  GmbH  
  • 18. HYBRID  DEFERRED  RENDERER   VISUAL  BREAKDOWN  OF  THIN  G-­‐BUFFER  2.0   !  A:  Translucency     HYBRID  DEFERRED  RENDERING   18   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 19. HYBRID  DEFERRED  RENDERER   VISUAL  BREAKDOWN  OF  THIN  G-­‐BUFFER  2.0     !  R  :  Albedo  Y     19   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 20. HYBRID  DEFERRED  RENDERER   VISUAL  BREAKDOWN  OF  THIN  G-­‐BUFFER  2.0       !  G:  Albedo  CbCr  (interleaved)     20   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 21. HYBRID  DEFERRED  RENDERER   VISUAL  BREAKDOWN  OF  THIN  G-­‐BUFFER  2.0       !  B:  Specular  Intensity     21   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL   ©  2013  Crytek  GmbH  
  • 22. HYBRID  DEFERRED  RENDERER   WHAT  DOES  IT  MEAN  TO  BE  A  HYBRID   Final  Composite   Deferred  (Red)  +  Forward  Green   !  Deferred  rendering  for  everything  that  is   “deferred  compaPble”     !  Rest  process  using  forward  rendering   22   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 23. CryENGINE  3  Rendering   Technology   !  Direct  and  Indirect  lighPng  
  • 24. HYBRID  DEFERRED  RENDERER   INDIRECT  LIGHTING     !  Localized  IBL  probes  +  Screen  Space  ReflecPon  ApproximaPon   24   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 25. HYBRID  DEFERRED  RENDERER   INDIRECT  LIGHTING       !  ArPsts  place  probes/sampling  locaPons  across  levels   ‒  GeneraPon  of  HDR  cube  maps  at  desired  locaPons,  32  bits  encoded  using  RGBM   ‒  Localized  reflecPon  mapping  (Bjorke07,Behc10,Lagarde12)   !  ReflecPon  vector  adjusted  based  on  camera  locaPon  inside  probe  bounding  volume   25   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 26. HYBRID  DEFERRED  RENDERER   INDIRECT  LIGHTING       !  Screen  Space  ReflecPon  via  ray-­‐marching  along  reflecPon  vector  [Sousa  et.al  11]   ‒  Sample  depth  and  check  ray  depth,  if  within  threshold  to  scene  depth  accept  sample   ‒  Using  previous  frame  +  re-­‐projecPon  (encoded  using  RGBM  32  bits)   ‒  Center  depth  is  full  resoluPon,  all  other  taps  on  FP16  half  resoluPon  depth   ‒  Skip  non-­‐glossy  surfaces   26   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 27. HYBRID  DEFERRED  RENDERER   SCREEN  SPACE  DIRECTIONAL  OCCLUSION     SSDO  Off   SSDO  ON   !  Contact  Shadows/SSDO(Sousa  et.al  11)   !  Center  depth  is  full  resoluPon,  all  other  taps   FP16  half  resoluPon  depth   ‒  Applied  to  all  light  sources  and  ambient,  via  screen   space  bent  normals(average  un-­‐occluded   direcPon)   27   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 28. HYBRID  DEFERRED  RENDERER   DIRECT  LIGHTING   !  Lights  rendered  via  geometry  volume   ‒  Sphere  for  point  lights,  cone  for  projectors   ‒  Stencil  pre-­‐pass,  depending  on  heurisPc   ‒  MulPplarorm  friendly   !  Accumulate  light  sources  into  Light-­‐Buffers  using  MRT  [Sousa11]   ‒  Diffuse  and  specular  contribuPon  into  separate  targets   ‒  Stored  in  32  bits  format   !  Re-­‐using  L-­‐Buffers  for  further  passes  and  techniques   ‒  Skin  rendering  via  Screen  Space  Sub-­‐Surface  Scayering   ‒  Forward  passes  using  complex  shading/composiPon   28   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 29. HYBRID  DEFERRED  RENDERER   DIRECT  LIGHTING   Point  Light   Projector  Light   !  Spherical  Light  Volume   !  Conical  Light  Volume   !  Shadow  Mapping   !  ProjecPon  Texture   !  Shadow  Mapping   29   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 30. HYBRID  DEFERRED  RENDERER   DIRECT  LIGHTING   Area  Light   !  Surface  Light  with  Rectangle  Shape   !  ProjecPon  and  ReflecPon  Texture  opPonal   !  Narrow  Light  Source  with  sharper  Penumbra   30   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL   !  Shadow  Mapping  with  penumbra   approximaPon   !  Wide  Light  Source  with  sozer  Penumbra  
  • 31. CryENGINE  3  Rendering   Technology   !  Massive  Grass  
  • 32. MASSIVE  GRASS   INITIAL  GOALS   !  Everything  needs  to  be  moving  on  the  screen   !  Grass,  VegetaPon,  Cloth   32   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 33. MASSIVE  GRASS   SIMULATION   !  Grass  blade  instance:   ‒  A  chain  of  points  held  together  by  constraints   ‒  Distance  +  bending  constrains  applied  to  maintain  rest  pose  angle  per-­‐instance   ‒  Physics  collision  geometry  converted  into  small  sphere  set   ‒  Collisions  handled  as  plane  constrains   ‒  No  collision  handling  for  stable  instances,  instead  over  damp  it   ‒  Applied  to  vegetaPon  meshes  via  sozware-­‐skinning   !  Exposed  parameters  per  group:   ‒  SPffness   ‒  Damping   ‒  Wind  force  factor   ‒  Random  variance   33   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 34. MASSIVE  GRASS   SIMULATION   !  Tens  of  Thousands  of  instances   34   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 35. MASSIVE  GRASS   SIMULATION   !  InteracPon   35   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 36. MASSIVE  GRASS   SIMULATION   !  InteracPon   36   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 37. MASSIVE  GRASS   SIMULATION   !  Colliders   37   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 38. MASSIVE  GRASS MESH  MERGING       !  One  patch  results  in  N-­‐Meshes   ‒  N  is  number  of  materials  used   ‒  Instances  grouped  into  16x16x16  meter  patches  (yes,  volumetric)   !  Typical  Numbers:   ‒  50k  –  70k  visible  instances  on  consoles.  PC  >  100k   ‒  Instances  have  18  to  3.6k  verPces  depending  on  mesh  complexity   !  Closest  instances  simulated  every  frame   ‒  Based  on  distance:  simulaPon  and  Pme  sliced  skinning   ‒  Instances  removed  further  away   38   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 39. MASSIVE  GRASS   MESH  MERGING   !  16x16x16  patches   ‒  Close  Instance  Patches  in  Red   39   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 40. CryENGINE  3  Rendering   Technology   !  Pixel  Accurate  Displacement  Mapping  
  • 41. PIXEL  ACCURATE  DISPLACEMENT  MAPPING   SILHOUETTE  PARALLAX  OCCLUSION  MAPPING  |  SILPOM   !  ALTERNATIVE  TO  TESSELLATION  BASED  DISPLACEMENT  MAPPING   41   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 42. PIXEL  ACCURATE  DISPLACEMENT  MAPPING   SILHOUETTE  PARALLAX  OCCLUSION  MAPPING  |  SILPOM   !  Looked  into  various  approaches,  most  weren’t  pracPcal  for  producPon   !  Current  implementaPon  is  based  on  principle  of  barycentric  correspondence  (JESCHKE07)     42   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 43. PIXEL  ACCURATE  DISPLACEMENT  MAPPING   TECHNIQUE   !  Transform  verPces  and  extrude  -­‐  VS   !  Generate  prisms  and  setup  clip  planes  –  GS   !  Ray  marching  –  PS   ‒  Compute  intersecPon  of  view  ray  with  prism  and  translate  to  texture  space  via  (Jeschke07)  barycentric   correspondence   ‒  Use  resulPng  texture  uv  and  height  for  entry  and  exit  to  trace  height  field   ‒  Compute  final  uv  and  selecPvely  discard  pixels  (viewer  below  height  map;  view  ray  leaving  prism  before  hi`ng   terrain)   ‒  Lots  of  pressure  on  PS,  yet  GS  is  the  boyleneck  (prism  gen)   43   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 44. CRYENGINE  3  TO  CRYENGINE   NO  MORE  NUMBERS  
  • 45. CRYENGINE   EVOLVED  IN  AUGUST  2013   CryENGINE  3   CRYENGINE   !  THIRD  MAJOR  ITERATION   !  FOURTH  MAJOR  ITERATION     2013   August 2009   45   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL   Present  
  • 46. CRYENGINE   THE  NEW  CRYENGINE   !  No  more  numbers  the  line  is  blurring  between   generaPons  and  even  plarorms  with  constant   updates  required  to  underlying  technology.   !  The  Complete  Next-­‐Gen  game  development  soluPon   with  UlPmate  MulP-­‐plarorm  Toolset   !  PlaystaPon®  4,  PlaystaPon®  3,  Xbox  One™,  Xbox   360™,  Wii  U™  and  PC  all-­‐in-­‐one  game  development   soluPon  with  scalable  computaPon  and  graphics   technologies.  OpPmized  for  Dx11  and  Consoles  with   big  announcements  to  come  of  further  plarorm   support.     !  Next  GeneraPon  engine  with  physically  based   shading,  film  quality  effects,  complex  physics   simulaPons  and  procedural  GPGPU  effects.     46   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 47. RYSE:  PREPARING  THE  CRYENGINE  FOR     NEXT  GEN   OVERVIEW  AND  OBJECTIVES  
  • 48. RYSE   OVERVIEW   !  Overview   ‒  Xbox  One  Launch  Title   ‒  Rome  based  3rd  person  acPon     adventure   ‒  New  hardware   ‒  New  pipelines   ‒  Looming  immovable  deadline   !  Some  Challenges   ‒  Universal  rigs   ‒  Lots  of  hero  chars   ‒  Take  full  advantage  of  the  Xbox  One   Hardware  powered  by  AMD’s     next  generaPon  APU   48   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 49. RYSE  OBJECTIVES  FOR  THE  CRYENGINE   PREPARING  THE  CRYENGINE  FOR  NEXT  GEN   !  Characters   ‒  Obscene  Bone  counts   ‒  CorrecPve  Blend  Shapes   ‒  8  weight  skinning   !  DestrucPon  and  Next  Gen   ‒  Complex  DeformaPon  and  DestrucPon   ‒  Geom  Caching   !  Physically  Based  Shading   !  Some  Slides  from  “Ryse:  Son  of   Rome  -­‐  Defining  the  'Next'  Next-­‐ Gen”  Evans,  C.  -­‐    Siggraph  2013     49   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 50. RYSE   TECH  VIDEO   !  Video  of  some  of  the  technology  behind  Ryse  and  the  Next  GeneraPon  CRYENGINE   !  Crysis  3  Top  Secret  Tessellated  Toad  Tech: hyp://www.youtube.com/watch?v=vF1zjDSqPoo&feature=share&list=UUtaXcIVFp8HEpthm7qwtKCQ   !  CRYENGINE/Ryse  Tech  Demo:  hyp://www.youtube.com/watch?v=0VGuB4obnAE   50   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 51. RYSE:  Preparing  the   CRYENGINE  for  Next  Gen   !  Characters  
  • 52. RYSE  CHARACTERS   MARIUS  ON  THE  XBOX  ONE   !  ~  85,000  Triangles   !  770  Joints   ‒  ~500  Deforming  of  which  260  are  facial   ‒  230  CorrecPve  Facial  Blendshapes   ‒  Culled  by  priority,  per  animaPon  and  distance   !  Physics   ‒  Cloth,  Leather,  Armor   ‒  RunPme  wrap-­‐deformer   52   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 53. CHARACTERS   FACES   !  260  facial  bones   !  230  CorrecPve  Facial  Blendshapes   !  8  influences  per  vert   !  Normals  update     53   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 54. RYSE:  Preparing  the   CRYENGINE  for  Next  Gen   !  DestrucPon  with  Geom  Cache  
  • 55. DESTRUCTION   GEOMCACHE   !  Complex  DeformaPon  and  DestrucPon   •  Most  game  engines  take  only  staPc  or  skinned  meshes     •  Leveraged  the  new  hardware  to  create  efficient  cache-­‐based  pipeline     55   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 56. DESTRUCTION   CRYTEK  GEOMCACHE  PIPELINE       !  Technical  Overview   ‒  Imports  Alembic     ‒  No  engine-­‐specific  markup     ‒  Average  filesize  ~10%  of  the  original  ABC  size     ‒  Renders  as  efficiently  as  staPc  geometry     ‒  Lossy-­‐to-­‐Lossless     ‒  Supports  instancing,  streaming,  buffered  playback   !  Advantages   ‒  Allows  us  to  iterate  faster     ‒  Focus  on  the  art,  not  ge`ng  the  art  into  the  engine     ‒  Send  out  work  to  VFX  vendors     ‒  Quickly  try  new  things     56   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 57. RYSE:  PREPARING  THE  CRYENGINE     FOR  NEXT  GEN   PHYSICALLY  BASED  SHADING  
  • 58. PHYSICALLY  BASED  SHADING   SHADING  USING  A  SET  OF  PHYSICAL  LAWS  FOR  LIGHT  AND  MATERIALS   !  Shading  model  that  is  based  on  basic  physical  rules.  In  contrast  to  “ObservaPonal  Shading”   ‒   Law  of  ConservaPon  of  Energy     ‒   Fresnel  EquaPons   !  ReplicaPng  how  real  life  behaves  in  the  real  world,  ulPmately  ensures  that  materials  look  plausible   regardless  of  lighPng  condiPons.     ‒  Instead  of  using  a  lot  of  fudge  and  tweak  factors  which  don't  have  a  reasonable  meaning  in  the  physical  world.   !  A  benefit  of  applying  physically  based  models  is  that  fewer  parameters  are  required  to  achieve  certain   effects,  leading  to  a  more  streamlined  and  approachable  content  creaPon  workflow.   !  Current  state  of  video  games  results  in  either  strong  diffuse  at  very  high  contrast  to  break  uniformity,  or   they  have  overly  glossy  surfaces  with  noisy  and  sparkling  highlights.     !  While  there  are  many  games  that  look  beauPful  as  a  whole,  it  is  quite  obvious  that  there  is  sPll  a  gap   between  offline  CG  rendering  and  games.  PBS  strives  to  close  that  gap.   58   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 59. PHYSICALLY  BASED  SHADING   RYSE  PREPARING  THE  CRYENGINE  FOR  NEXT  GEN   !  Is  a  Technological   Achievement  for  AMD   APU’s   !  Bringing  us  closer  to  CG   offline  rendering   aesthePcs.     !  Next  GeneraPon  APU’s   allow  us  to  leverage  far   more  memory  and  GPU   compute  power.     ‒  Allows  considerably  higher   quality  texture  maps   ‒  Enables  complex  math  to   be  executed  in  shaders.   59   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 60. PHYSICALLY  BASED  SHADING   HOW  LIGHT  INTERACTS  WITH  MATERIALS  AND  SURFACES   !  When  light  hits  a  surface   ‒  Some  light  gets  reflected  directly  off  the  surface   ‒  Whilst  some  gets  refracted  and  some  enters  or  goes  sub-­‐surface.   !  Index  of  RefracPon   ‒  The  amount  of  light  reflected  vs.  refracted   ‒  Commonly  known  physical  number   ‒  Converted  to  RGB  and  stored  as  specular  color   ‒  ArPsts  pick  the  appropriate  specular  color  from  a   table  with  common  values.     !  Sub-­‐Surface  light  energy   ‒  Some  gets  absorbed   ‒  Rest  scayered  and  exits  with  random  direcPon   ‒  For  relaPvely  common  opaque  materials   !  More  complex  light  interacPon  model  for  skin  and  liquids     IMAGE  FROM  “Background:  Physics  and  Math  of  Shading”  Hoffman,  N.  –  Siggraph  2013     60   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 61. PHYSICALLY  BASED  SHADING   NORMALIZATION  OF  SPECULAR  HIGHLIGHTS   !  Simplifying  Material  Setup   ‒  Smooth  Surface  reflects  light  source  sharp  and  clear   ‒  As  material  roughness  increases  specular  highlight  becomes  wider  and  less  bright   !  TradiPonal  Model  would  have  two  parameters   ‒  Size   ‒  Intensity   !  Physical  Laws  say  that  these  are  coupled!   ‒  On  rough  surfaces  light  is  distributed  over  larger  area   ‒  Must  thus  be  less  intense  at  a  single  point   !  Not  Trivial  Math   ‒  Results  in  a  factor  that  be  applied  to  the  BRDF  of  the  shader   !  Roughness  is  the  main  factor   ‒  To  control  both  size  and  brightness  of  the  highlight  simultaneously.     61   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 62. PHYSICALLY  BASED  SHADING   SURFACE  ROUGHNESS   !  Microscopic  irregulariPes  influence  several  shading  aspects   ‒  Light  rays  reflected  to  different  angles  cause  more  blurry  reflecPons  for  rougher  surfaces   !  CRYENGINE  couples  surface  roughness  with  per-­‐pixel  normals   ‒  Roughness  values  stored  in  normal  map  alpha   ‒  Conceptually  closely  related   !  Normals  define  surface  variaPon  at  marco  scale   !  Roughness  define  surface  variaPon  on  mirco  scale   !  This  Insight  can     ‒  Reduce  Specular  aliasing   ‒  Improve  shading  of  mipmapped  normal  maps     IMAGE  FROM  Real Time Rendering Third Edition , A K Peters, 2008     62   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 63. PHYSICALLY  BASED  SHADING   LIGHTING   !  Must  keep  integrity  of  materials   ‒  Dropped  some  lighPng  approaches   ‒  Constant  ambient  term   ‒  hemi-­‐spherical  ambient  term   ‒  Would  flayen  material   ‒  No  specular  contribuPon   !  Direct  LighPng   ‒  Deferred  with  unified  BRDF   ‒  Special  surfaces  forward  rendered   !  Indirect  LighPng   ‒  Captured  with  IBL  probes   !  Reduce  Bandwidth  Pressure  reading  G-­‐Buffer   ‒  All  lighPng  computaPons,  including  applicaPon  of  the  indirect  light  contribuPon,  are  performed  on  screen  Ples   within  a  single  compute  shader,  made  possible  by  next  gen  APUs.   63   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 64. PHYSICALLY  BASED  SHADING   ASSET  CONSISTENCY  ACROSS  LIGHTING  CONDITIONS   64   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 65. PHYSICALLY  BASED  SHADING   ASSET  CONSISTENCY  ACROSS  LIGHTING  CONDITIONS   65   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 66. PHYSICALLY  BASED  SHADING   ASSET  CONSISTENCY  ACROSS  LIGHTING  CONDITIONS   66   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 67. PHYSICALLY  BASED  SHADING   CRYENGINE  PBS  CASE  STUDIES   !  Low  light  interior   67   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL   ©  2013  Crytek  GmbH  
  • 68. PHYSICALLY  BASED  SHADING   CRYENGINE  PBS  CASE  STUDIES   !  Exterior  Sunrise   68   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL   ©  2013  Crytek  GmbH  
  • 69. PHYSICALLY  BASED  SHADING   CRYENGINE  PBS  CASE  STUDIES   !  Overcast   69   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL   ©  2013  Crytek  GmbH  
  • 70. THAT’S  ALL  FOLKS   CONCLUSION   !  CRYENGINE  developed  with  next-­‐gen  in  mind  now  reaping  the  benefits   !  Crytek  and  AMD  share  a  vision  for  groundbreaking  next-­‐generaPon  hardware   !  Moving  into  Next  Gen  fun  Pmes  ahead  as  we  are  moving  closer  towards  physical  accuracy  (not  just   photorealisml!)   !  In  the  coming  months  further  news  to  be  revealed!   ‒  PBS  implementaPon   ‒  New  Tools   ‒  More  plarorms   ‒  New  Licensee’s         70   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 71. SPECIAL  THANKS   THE  REAL  HERO’S   !  Special  Thanks  must  go  to  Tiago  Sousa,  Pierre  Ives  Donzallaz,  Chris  Raine,  Carsten  Wenzel,  Marco   Corbeya,  Jake  Turner,  Nicolas  Schulz,  Nick  Kasyan,  Vladimir  Kajalin,  Carl  Jones,  Chris  Zilioyo   !  THE  ENTIRE  CRYTEK  TEAM  for  conPnuing  to  disrespect  the  impossible.     71   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 72. REFERENCES   CRYTEK  AND  ADDITIONAL   !  Crytek   ‒  “The  Rendering  Technologies  of  Crysis  3”  Sousa,  T.  ,  Raine,  C.  ,  Wenzel,  C.  -­‐  GDC  2013   hyp://www.crytek.com/download/Sousa_Tiago_Rendering_Technologies_of_Crysis3.pptx   ‒  “Secrets  of  CryENGINE  3  Graphics  Technology”,  Sousa  T.,  Schulz  N.  ,  Kasyan  N.,  2011   ‒  “Real-­‐Pme  Atmospheric  Effects  in  Games”,  WENZEL06  –  Wenzel,  C.  2006   ‒  “The  Art  and  Technology  behind  Crysis  3”    Donzallaz,  P  Y.  ,  Sousa,  T.  -­‐  FMX  2013   hyp://www.crytek.com/download/fmx2013_c3_art_tech_donzallaz_sousa.pdf   ‒  “Ryse:  Son  of  Rome  -­‐  Defining  the  'Next'  Next-­‐Gen”  Evans,  C.  -­‐    Siggraph  2013   hyp://www.crytek.com/download/Ryse_ChrisEvans_Sigg.pdf   ‒  “Ryse  the  transiPon  to  physically  based  shading”  Shultz,  N  -­‐  2013   ‒  hyp://www.makinggames.de/index.php/magazin/2391_ryse__the_transiPon_to_physically_based_shading   !  AddiPonal  References   ‒  SIGGRAPH  2013  Course:  Physically  Based  Shading  in  Theory  and  PracPce   hyp://blog.selfshadow.com/publicaPons/s2013-­‐shading-­‐course/   ‒  “Background:  Physics  and  Math  of  Shading”  Hoffman,  N.  –  Siggraph  2013   hyp://blog.selfshadow.com/publicaPons/s2013-­‐shading-­‐course/hoffman/s2013_pbs_physics_math_slides.pdf     72   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 73. REFERENCES     FURTHER  READING   !  WENZEL06  –  Wenzel,  C.  “Real-­‐Pme   Atmospheric  Effects  in  Games”,  2006   !  WIKI01  –  “Y’CbCr”,   hyp://en.wikipedia.org/wiki/YCbCr   !  JESCHKE07  -­‐  Jeschke,  S.  et  al.  “InteracPve   Smooth  and  Curved  Shell  Mapping”,  2007   !  WIKI02–  “Chroma  subsampling”,   hyp://en.wikipedia.org/wiki/ Chroma_subsampling   !  THIBIEROZ08  –  Thibieroz,  N.  “Deferred  Shading   with  MulPsampling  AnP-­‐Aliasing  in  DirectX10”,   2008   !  TÓTH09  –  Tóth,  B.  et  al.  “Real-­‐Pme  Volumetric   LighPng  in  ParPcipaPng  Media”,  2009   !  McDONALD12  –  McDonald,  J.  “Don’t  Throw  it   all  Away”,  2012   !  WIKI00  –  “Stereographic  projecPon”,  hyp:// en.wikipedia.org/wiki/Stereographic_projecPon   73   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL   !  Bjorke  K.,  “Image-­‐Based  LighPng”,  2007   !  Behc,  “Box  Projected  Cubemap  Environment   Mapping”,  2010   !  Hable  J.  “Uncharted  2:  HDR  LighPng”,  2010   !  Lagarde  S.,  “Local  Image  Based  LighPng  with   Parallax  Corrected  Cubemaps”,  2012  
  • 74.   QuesPons?   74   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 75. DISCLAIMER  &  ATTRIBUTION   The  informaPon  presented  in  this  document  is  for  informaPonal  purposes  only  and  may  contain  technical  inaccuracies,  omissions  and  typographical  errors.     The  informaPon  contained  herein  is  subject  to  change  and  may  be  rendered  inaccurate  for  many  reasons,  including  but  not  limited  to  product  and  roadmap   changes,  component  and  motherboard  version  changes,  new  model  and/or  product  releases,  product  differences  between  differing  manufacturers,  sozware   changes,  BIOS  flashes,  firmware  upgrades,  or  the  like.  AMD  assumes  no  obligaPon  to  update  or  otherwise  correct  or  revise  this  informaPon.  However,  AMD   reserves  the  right  to  revise  this  informaPon  and  to  make  changes  from  Pme  to  Pme  to  the  content  hereof  without  obligaPon  of  AMD  to  noPfy  any  person  of   such  revisions  or  changes.     AMD  MAKES  NO  REPRESENTATIONS  OR  WARRANTIES  WITH  RESPECT  TO  THE  CONTENTS  HEREOF  AND  ASSUMES  NO  RESPONSIBILITY  FOR  ANY   INACCURACIES,  ERRORS  OR  OMISSIONS  THAT  MAY  APPEAR  IN  THIS  INFORMATION.     AMD  SPECIFICALLY  DISCLAIMS  ANY  IMPLIED  WARRANTIES  OF  MERCHANTABILITY  OR  FITNESS  FOR  ANY  PARTICULAR  PURPOSE.  IN  NO  EVENT  WILL  AMD  BE   LIABLE  TO  ANY  PERSON  FOR  ANY  DIRECT,  INDIRECT,  SPECIAL  OR  OTHER  CONSEQUENTIAL  DAMAGES  ARISING  FROM  THE  USE  OF  ANY  INFORMATION   CONTAINED  HEREIN,  EVEN  IF  AMD  IS  EXPRESSLY  ADVISED  OF  THE  POSSIBILITY  OF  SUCH  DAMAGES.     ATTRIBUTION   ©  2013  Advanced  Micro  Devices,  Inc.  All  rights  reserved.  AMD,  the  AMD  Arrow  logo  and  combinaPons  thereof  are  trademarks  of  Advanced  Micro  Devices,   Inc.  in  the  United  States  and/or  other  jurisdicPons.    SPEC    is  a  registered  trademark  of  the  Standard  Performance  EvaluaPon  CorporaPon  (SPEC).  Other   names  are  for  informaPonal  purposes  only  and  may  be  trademarks  of  their  respecPve  owners.   75   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 76. 76   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  

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