DevEX - reference for building teams, processes, and platforms
GS-4133, CRYENGINE and AMD bringing the next generation now, by Sean Tracey
1. EVOLUTION
OF
THE
CRYENGINE
FOR
NEXT
GEN
SEAN
TRACY
–US
ENGINE
BUSINESS
DEVELOPMENT
MANAGER,
Sean
Tracy–
US
Engine
Business
Development
Manager
CRYTEK
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
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PRESENTATION
TITLE
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NOVEMBER
20,
2013
|
CONFIDENTIAL
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
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PRESENTATION
TITLE
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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
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PRESENTATION
TITLE
|
NOVEMBER
20,
2013
|
CONFIDENTIAL
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
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PRESENTATION
TITLE
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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
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PRESENTATION
TITLE
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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
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PRESENTATION
TITLE
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NOVEMBER
20,
2013
|
CONFIDENTIAL
11. CRYSIS
FRANCHISE
SHIPPED
ON
PC,
XBOX
360,
PLAYSTATION
3
! Crysis
3
Tech
Video
11
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PRESENTATION
TITLE
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NOVEMBER
20,
2013
|
CONFIDENTIAL
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
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PRESENTATION
TITLE
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NOVEMBER
20,
2013
|
CONFIDENTIAL
14. HYBRID
DEFERRED
RENDERER
VISUAL
BREAKDOWN
OF
THIN
G-‐BUFFER
2.0
! Final
Composite
14
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PRESENTATION
TITLE
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NOVEMBER
20,
2013
|
CONFIDENTIAL
15. HYBRID
DEFERRED
RENDERER
VISUAL
BREAKDOWN
OF
THIN
G-‐BUFFER
2.0
! Depth
&
Stencil
15
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PRESENTATION
TITLE
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NOVEMBER
20,
2013
|
CONFIDENTIAL
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
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PRESENTATION
TITLE
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NOVEMBER
20,
2013
|
CONFIDENTIAL
24. HYBRID
DEFERRED
RENDERER
INDIRECT
LIGHTING
! Localized
IBL
probes
+
Screen
Space
ReflecPon
ApproximaPon
24
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PRESENTATION
TITLE
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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
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PRESENTATION
TITLE
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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
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PRESENTATION
TITLE
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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
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PRESENTATION
TITLE
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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
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PRESENTATION
TITLE
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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
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PRESENTATION
TITLE
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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
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PRESENTATION
TITLE
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NOVEMBER
20,
2013
|
CONFIDENTIAL
! Shadow
Mapping
with
penumbra
approximaPon
! Wide
Light
Source
with
sozer
Penumbra
32. MASSIVE
GRASS
INITIAL
GOALS
! Everything
needs
to
be
moving
on
the
screen
!
Grass,
VegetaPon,
Cloth
32
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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
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PRESENTATION
TITLE
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NOVEMBER
20,
2013
|
CONFIDENTIAL
34. MASSIVE
GRASS
SIMULATION
! Tens
of
Thousands
of
instances
34
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PRESENTATION
TITLE
|
NOVEMBER
20,
2013
|
CONFIDENTIAL
35. MASSIVE
GRASS
SIMULATION
! InteracPon
35
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PRESENTATION
TITLE
|
NOVEMBER
20,
2013
|
CONFIDENTIAL
36. MASSIVE
GRASS
SIMULATION
! InteracPon
36
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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
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PRESENTATION
TITLE
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NOVEMBER
20,
2013
|
CONFIDENTIAL
39. MASSIVE
GRASS
MESH
MERGING
! 16x16x16
patches
‒ Close
Instance
Patches
in
Red
39
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PRESENTATION
TITLE
|
NOVEMBER
20,
2013
|
CONFIDENTIAL
41. PIXEL
ACCURATE
DISPLACEMENT
MAPPING
SILHOUETTE
PARALLAX
OCCLUSION
MAPPING
|
SILPOM
! ALTERNATIVE
TO
TESSELLATION
BASED
DISPLACEMENT
MAPPING
41
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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
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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
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PRESENTATION
TITLE
|
NOVEMBER
20,
2013
|
CONFIDENTIAL
45. CRYENGINE
EVOLVED
IN
AUGUST
2013
CryENGINE
3
CRYENGINE
! THIRD
MAJOR
ITERATION
! FOURTH
MAJOR
ITERATION
2013
August
2009
45
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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
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PRESENTATION
TITLE
|
NOVEMBER
20,
2013
|
CONFIDENTIAL
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
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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
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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
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PRESENTATION
TITLE
|
NOVEMBER
20,
2013
|
CONFIDENTIAL
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
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PRESENTATION
TITLE
|
NOVEMBER
20,
2013
|
CONFIDENTIAL
53. CHARACTERS
FACES
! 260
facial
bones
! 230
CorrecPve
Facial
Blendshapes
! 8
influences
per
vert
! Normals
update
53
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PRESENTATION
TITLE
|
NOVEMBER
20,
2013
|
CONFIDENTIAL
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
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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
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PRESENTATION
TITLE
|
NOVEMBER
20,
2013
|
CONFIDENTIAL
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
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20,
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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
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20,
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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
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20,
2013
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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
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20,
2013
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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
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20,
2013
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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
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20,
2013
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CONFIDENTIAL
64. PHYSICALLY
BASED
SHADING
ASSET
CONSISTENCY
ACROSS
LIGHTING
CONDITIONS
64
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TITLE
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NOVEMBER
20,
2013
|
CONFIDENTIAL
65. PHYSICALLY
BASED
SHADING
ASSET
CONSISTENCY
ACROSS
LIGHTING
CONDITIONS
65
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PRESENTATION
TITLE
|
NOVEMBER
20,
2013
|
CONFIDENTIAL
66. PHYSICALLY
BASED
SHADING
ASSET
CONSISTENCY
ACROSS
LIGHTING
CONDITIONS
66
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20,
2013
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CONFIDENTIAL
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
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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
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TITLE
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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
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TITLE
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20,
2013
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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
|
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TITLE
|
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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
|
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TITLE
|
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20,
2013
|
CONFIDENTIAL