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Pierre-Yves Donzallaz & Tiago Sousa
The Art and Technology behind Crysis 3
FMX 2013
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 2
PRESENTERS
Pierre-Yves Donzallaz
Senior Lighting Artist, Crytek
Tiago Sousa
R&D Principal Graphics Engineer, Crytek
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 3
PLAN
Introduction to Crysis
Art pre-production
Art guidelines
Art production overview
Technology overview
Hybrid deferred rendering
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CRYSIS FRANCHISE
First Person Shooter
Super soldier equiped with a Nanosuit
Sandbox gameplay
Crysis trilogy
Crysis 1 (2007): awakening of an ancient alien civilization on an island
Crysis 2 (2011): fighting against the alien invasion in New York
Crysis 3 (2013): awakening and destruction of the alien boss in New York
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 5
CRYENGINE
Dozen years of development
“Real-time all the time”
Multiplatform engine
Licensees
Sniper Ghost Warrior 2 (City Interactive)
MechWarrior Online (Piranha Games)
Monster Hunter Online (Tencent, Capcom)
Star Citizen (Cloud Imperium Games Corporation)
etc.
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 6
OBJECTIVES FOR CRYSIS 3
Merge the best of Crysis 1 and 2
More open levels
More gameplay freedom
More variety
More weapons (bow and alien weapons)
Push the visual quality even further with CryENGINE 3
Set a benchmark for next generation games
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 7
INITIAL CONSTAINTS
Smaller (but very experienced) development team
Some developpers re-assigned to Ryse and Homefront 2 after Crysis 2 production
~150 people on Crysis 2
~100 people on Crysis 3
Handful of graphics programmers
Tiny art team (dozens of environment artists, couple of level artists, 1 lighting artist & 1 FX artist for the single player campaign)
Shorter production time
38 months for Crysis 2
23 months for Crysis 3
Create a better game
Art bottleneck
No place for mistakes
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 8
CONCEPT ART
Main themes
Rain forest
Manhattan, New York
Dome
Handful of concept artists
New environments
New main characters
New design for human enemies
New aliens and weapons
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 9
CONCEPT ART
Crysis 1 meets Crysis 2
Strong natural settings
Exremely dense vegetation
Urban environment with destruction
Bigger levels (more impressive vistas)
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ART BENCHMARKOBJECTIVES
Create a pre-production art-focused level representative of the game (end of 2011)
Implement the vision of the art direction
Dense jungle
Overgrown buildings (destruction, rust, moss, etc.)
Rivers
Dappled lighting
Improve the art pipeline and workflow
Create a good stress test for low-end hardware (consoles)
Keep the art department busy
~2 months production
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 18
ART BENCHMARKVIDEO
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POST ART BENCHMARK
Throw away most of Crysis 2‘s environment assets
Inconsistent with the art style (pristine assets)
Not detailed enough (geometries and textures)
Rebuild all environment assets
Geometries: add more destruction
Textures: overgrown style (rust, moss, etc.)
Materials: wet look
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 27
POST ART BENCHMARK
Create art guidelines
Make sure all artists follow the same rules for textures and materials
Art resources located in Frankfurt, Nottingham, Kiev and a few outsourcing studios
Re-calibrate the lighting engine
Create a test level for artists
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MONITORS
Ensure all artists work with proper monitors (IPS, *VA or PLS panels)
Calibrate all monitors to industry standards (sRGB, Gamma 2.2, 6500K and ~100cd/m2)
Images credit: www.anandtech.com
View angles of low end monitors (TN panels) View angles of higher end monitors (IPS panel)
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 29
TEXTURESSELECTION
Minimize lighting information in the textures
Prevent direct light (harsh and dark shadows)
Ensure neutral color balance
Use overcast lighting for smooth ambient lighting
Bright daylight Low sun settings Overcast
Images credit: Richard Yot, www.itchy-animation.co.uk
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 30
TEXTURESCOLOR AND LUMINANCE CONTROL
Kodak Color Control Patches
Ideal for non-studio lighting
Place them close to the photographed subject
Correct the RGB curves in Photoshop
Image credit: www.kodak.com
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DIFFUSE TEXTURESCOMMON MISTAKES
Common mistakes of artists
Too much AO baking
Overly dark cavities
Dark outlines
Too much contrast
The engine will do it!
Self-shadowing: shadowmaps
Ambient occlusion: SSDO
Contrast: PostFX (eye adaptation, tonemapping, film curve and LUT colorgrading)
Old generation engines still need a lot of baking (textures, vertex colors, etc.)
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 33
DIFFUSE TEXTURESPRACTICAL EXAMPLE
Remove highlights and shadows (Shadows/Highlights adjustment in Photoshop)
Prevent the “triple darkening” (shadowmaps, SSDO and PostFX) leading to a cartoony look
Keep the color component only
“The flatter the better“
Reference diffuse texture (bad) Modified diffuse texture (better)
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 34
SPECULAR TEXTURESCOMMON MISTAKES
Every artist has a different way of creating specular textures
Basic mistake: specular texture created from a high contrast gray-scaled diffuse texture
Diffuse texture Diffuse-based specular (bad)
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 35
PHYSICALLY-BASED SPECULAR
Value depends on the atomic structure of the surface, not on the glossiness (roughness)
For instance glossy and matte plastics have theoretically the same specular color
Glossiness specified with dedicated glossiness texture
Specular luminance [0;255]
Most non metals: 30-70 (including rust)
Metals: +180
Specular color
Non metals: greyscaled
Metal: slightly colored (gold, copper, nickel)
Non metals Metals
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 36
PHYSICALLY-BASED SPECULARPRACTICAL EXAMPLE
Average specular luminance of stone around 55
No real need for specular textures anymore (flat color)
Specular texture (bad) Physically-based specular (better)
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 37
GLOSSINESS
Roughness of the surface
Range from 0 to 255
Matte and rough materials: low glossiness
Glossy/polished/wet materials: high glossiness
Perfect mirror: 255
Glossiness range
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 38
GLOSSINESS RANGE
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GLOSSINESS TEXTURES
Roughness defined by a glossiness textures
Very important for material definition
More freedom for painting interesting details (scratches, specles, wet areas, etc.)
Glossiness textureSpecular texture
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 40
ASSET ZOO LEVEL
Create a test level for proof checking assets
Level based on the Art Benchmark
Store all assets in one single level
Check assets concistency at a glimpse
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 41
ASSET ZOO LEVELFLAT SHADING
Pure flat indirect lighting
No post processing, no reflection, no ambient occlusion, no fog
Control the consistency of the diffuse textures
Standard lighting mode Flat shading mode
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 42
ASSET ZOO LEVELCLIPPING CONTROL
Visualize blacks and whites clipping
Black: RGB 0-15 (pink)
White: RGB 240-255 (green)
Good estimation of clipping on TVs with limited color space (16-235)
Flat shading mode Clipping control mode
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 43
ASSET ZOO LEVELCLIPPING CONTROL
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REFERENCE MATERIALS
Creation of reference material for proof checking
Based on the most representative materials of the Art Benchmark
Artists compare their new textures with these reference materials
Lighting calibration based on these materials
Vegetation Mud Rust Metal Rusty stone Concrete Bricks Average Mirror
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 45
LIGHTING CALIBRATIONCOLOR CHART
Gamma chart and gradient chart
Control lighting influence on the textures
Check post FX influence on the colors and white balance
Prevent clipping of the blacks and whites
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 46
LIGHTING CALIBRATIONPRACTICAL EXAMPLES
Color chart and reference materials used for calibration and proof checking of the lighting
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 47
PRE-PRODUCTION GUIDELINES
Did we actually follow all these guidelines?
Diffuse textures?
Yes, although some textures still have too much AO and dark outlines
Physically-based specular textures?
Not really, mix of incorrect specular colors, specular textures and fresnel settings
However, the final result is in the correct range after the light pass/tweaking
Glossiness textures?
Yes
Asset zoo?
Yes, but artists often forgot to store their assets in the level
Lighting calibration?
Yes, although strong clipping is sometimes necessary to achieve a certain look
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 48
CONSOLE LIMITATIONS
Make the best experience within console limitations
Video and system memory limitations for level size and amount of entities
Optimization of system memory usage for animations, entities, etc.
Geometries
More aggressive LOD on console
Lower view distance on console
Maximum view and LOD distance on PC
Textures
Low resolution on console (256px/512px)
High resolution on PC (1024px and above)
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 49
CONSOLE LIMITATIONS
Materials
Console-specific materials with less complex shader settings (blend layers, paralax occlusion mapping, etc.)
Lighting
Limited amount of lights casting shadows on console
Bounce lights usually disabled on console
Maximum lighting quality on PC (shadows and bounce lighting festival)
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 50
FULL PRODUCTION
Main titles for environment creation
Level designer: mission owner, scripts implementation, asset placement
Environment/level artist: asset creation, asset placement, terrain and vegetation painting and level beautification
Lighting and FX artists
Cinematic designer
Group-based production
1 level designer and 2 to 3 artists per level
FX/lighting/beautification artists working on all levels
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 51
FULL PRODUCTION
Level production
All levels in production at the same time
“Gameplay pit”, “art pit” and “optimization pit“: focus phases of 1 to 2 weeks for every level
No post-production (lighting and FX on time)
Advantages
Environment artists assigned to one level only (in theory)
Better communication within the groups
More consistent asset quality due to the limited amount of artists per level
Better optimization due to asset sharing
Disadvantages
Slow progress
Everything comes toghether at the end only
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 52
ENVIRONMENTS
7 main environments
Strong variety for locations, lighting and mood
Unique but short experience (6-8 hours of gameplay)
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 53
ENVIRONMENTSDOME (JAILBREAK)
Location
West Side
Outside the dome
Lighting & mood
Night
Sunrise
Stormy weather
Intense artificial lighting
Palette
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 58
ENVIRONMENTSFIELDS
Location
West Side (Penn Station)
High grass fields
Train yard
Train warehouse
Lighting & mood
Sunny morning
Dark tunnels
Palette
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 61
ENVIRONMENTSCANYON
Location
Financial District
Canyon
Dam
Power station
Lighting & mood
Cloudy afternoon
Dark canyons
Palette
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 66
ENVIRONMENTSSWAMP
Location
Chinatown
Swamp
Abandoned lab
Lighting & mood
Misty night
Search lights
Mobile lights
Emergency lighting
Palette
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 68
ENVIRONMENTSRIVER I
Location
East Side
Dense jungle
Rivers
Lighting & mood
Cloudy morning
Dark jungle
Palette
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 71
ENVIRONMENTSRIVER II
Location
East River
Dry river bed
Warzone
Lighting & mood
Cloudy morning
Sky in fire
Palette
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 74
ENVIRONMENTSISLANDS
Location
Columbus Circle
Apocalyptic world
Huge sandbox level
Lighting & mood
Dark stormy afternoon
Palette
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 76
ENVIRONMENTSCAVE
Location
Collpased ruins
Natural caves
Alien structures
Lighting & mood
Dusty environment
Dark caves
Natural lighting
Alien lighting
Palette
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 79
CHARACTERSPIPELINE IN A NUTSHELL
Concepts of the characters
Casting of real actors
Capture of selected actors
3D face scan
Motion capture (body and facial animations)
Voice acting
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 80
Scan faces with multiple cameras to create a 3D textured geometry
CHARACTERS3D FACE SCAN
Scanning rig Results in ZBrush
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 81
CHARACTERSMOTION CAPTURE
Body and facial animations and voice acting captured at once
Motion capture session Final in-game result
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 85
SKY AND CLOUDS RENDERING
Technologies
Procedural HDR skybox
Rotating HDR clouds hemispheres
Cloud shadows
Dynamism
No more old school static painted skyboxes
Moving clouds
Moving cloud shadows
Time-lapse video of clouds hemispheres rotation
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 86
SKY AND CLOUDS RENDERINGVIDEO
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 93
RENDERING TECHNOLOGYOVERVIEW
Hybrid deferred rendering
Dynamic lighting and shadows, contact shadows for every light source
Localized image-based lighting + Screen Space Reflections
Vast feature set
e.g. participating media, terrain, characters, vegetation, water, particles, decals, flares, color correction
High dynamic range rendering
Antialiasing
Scalability across different hardware/platforms
Most techniques multiplatform friendly: minimize QA/testing effort
4 quality levels: low, medium, high, very high
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 94
HYBRID DEFERRED RENDERINGTHIN G-BUFFER 2.0
Channels Format
Depth AmbID, Decals D24S8
N.x N.y Gloss, Zsign Translucency A8B8G8R8
Albedo Y Albedo Cb,Cr Specular Y Per-Project A8B8G8R8
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 95
HYBRID DEFERRED RENDERINGTHIN G-BUFFER 2.0
Final Composite
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HYBRID DEFERRED RENDERINGTHIN G-BUFFER 2.0
Depth
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HYBRID DEFERRED RENDERINGTHIN G-BUFFER 2.0
RG: Normals
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HYBRID DEFERRED RENDERINGTHIN G-BUFFER 2.0
B: Glossiness
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HYBRID DEFERRED RENDERINGTHIN G-BUFFER 2.0
A: Translucency
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HYBRID DEFERRED RENDERINGTHIN G-BUFFER 2.0
R: Albedo Y
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 101
HYBRID DEFERRED RENDERINGTHIN G-BUFFER 2.0
G: Albedo CbCr (interleaved)
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 102
HYBRID DEFERRED RENDERINGTHIN G-BUFFER 2.0
B: Specular Intensity
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 103
HYBRID DEFERRED RENDERINGG-BUFFER PACKING I
World space normal packed into 2 components (WIKI00)
Stereographic projection worked well in practice and is fairly cheap
Glossiness + Normal Z sign packed together
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 104
HYBRID DEFERRED RENDERINGG-BUFFER PACKING II
Albedo in Y’CbCr color space (WIKI01)
Stored in 2 channels via Chrominance Subsampling (WIKI02)
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 105
HYBRID DEFERRED RENDERINGLIGHTING I
Localized IBL probes+ screen space reflection approximation
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 106
HYBRID DEFERRED RENDERINGLIGHTING II
Artists place probes/sampling locations across levels
Generation of HDR cube maps at desired locations, 32 bits encoded using RGBM
Localized reflection mapping (Bjorke07,Behc10,Lagarde12)
Reflection vector adjusted based on camera location inside probe bounding volume
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 107
HYBRID DEFERRED RENDERINGLIGHTING II
Screen Space Reflection via raymarching along reflection vector (Sousa et.al 11)
Sample depth and check ray depth, if within threshold to scene depth accept sample
Using previous frame + reprojection (encoded using RGBM 32 bits)
Center depth is full resolution, all other taps FP16 half resolution depth
Skip non-glossy surfaces
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 108
HYBRID DEFERRED RENDERINGLIGHTING III
Lights rendered via geometry volume
Sphere for point lights, cone for projectors
Stencil pre-pass, depending on heuristic
Multiplatform friendly
Accumulate light sources into Light-Buffers using MRT (Sousa11)
Diffuse and specular contribution into separate targets
Stored in 32 bits fmt (e.g. for PC using R11G11B10F)
Re-using L-Buffers for further passes and techniques
Skin rendering via Screen Space Sub-Surface Scattering
Forward passes using complex shading/composition
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 109
HYBRID DEFERRED RENDERINGSSDO
Contact Shadows/SSDO (Sousa et.al 11)
Applied to all light sources and ambient, via screen space bent normals (average unoccluded direction)
Center depth is full resolution, all other taps FP16 half resolution depth
SSDO off SSDO on
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 110
HYBRID DEFERRED RENDERINGSHADING
Deferred shading composited via fullscreen pass
Samples L-Buffers + G-Buffers for composition
More complex shading such as Hair or Skin, processed via forward passes
Allowed dropping almost all opaque forward passes
Deferred (Red) + Forward (Green)Final results
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 112
FEATURE SETCRYENGINE 3 2012 HIGHLIGHTS VIDEO
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 113
FEATURE SETFLARE EDITOR
Crysis 2 post process flares suffered a bit from J.J. Abrams syndrome
Partially due to inconsistencies in asset setup (overly bright particles or incorrect material setup)
Flare editor for total artistic control
Not physically-based
Simple 2D sprites composite + multiple flare types
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 114
FEATURE SETDEFERRED RAIN I
Introduced in first CryENGINE 3 iteration, tuned further for Crysis 3
Rendered as box volume, using stencil culling/depth bounds
Techniques combo: mist, puddles, rain layers and water drops, fast screen space reflection approximation
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 115
FEATURE SETDEFERRED RAIN II
Water puddles: world space, top down projection for texturing, via animated texture
Console friendly screen space reflection approximation
Vertical blur, no depth masking (visually sufficient)
Rain layers: multiple cones centered at camera origin
Snap to new location if camera distance > threshold
Translating rain texture uvs, down rain cones
Bonus trick: approximate rain light scattering, via bloom source
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 116
FEATURE SETVOLUMETRIC FOG SHADOWS I
Based on TOTH09
Don’t accumulate in-scattered light, instead accumulate shadow contribution along view ray
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 117
FEATURE SETVOLUMETRIC FOG SHADOWS II
Interleave pass distributes 1024 shadow samples on a 8x8 grid shared by neighboring pixels
Half resolution destination target
Gather pass computes final shadow value
Bilateral filtering was used to minimize ghosting and halos
Shadow stored in alpha, 8 bit depth in red channel
Used 8 taps to compare against center full resolution depth
Max sample distance configurable (~150-200m in C3 levels)
Cloud shadow texture baked into final result
Final result modifies fog height and radial color
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 118
FEATURE SETVOLUMETRIC FOG SHADOWS III
Naive upscale
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 119
FEATURE SETVOLUMETRIC FOG SHADOWS IV
Bilateral Upscale
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 120
HIGH DYNAMIC RANGE RENDERINGOVERVIEW
Linear correct on all platforms (Gritz07, Sousa11)
e.g. lighting, texture filtering, blending, motion blur, depth of field and antialiasing
Switched to film tone mapping (Hable2010)
Several schemes tested for automated exposure/key (e.g Reinhard02, Krawczyk05)
Simple solution chosen: let art fine tune (curve, scene key, min and max exposure for eye adaption)
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 121
ANTIALIASINGOVERVIEW
Support for latest and greatest antialiasing modes: FXAA, Deferred MSAA, SMAA & TXAA
Subjective topic: some users like sharper image, others softer image
Each mode has it strenghts/user preferences
FXAA is the fastest mode of the pack
Deferred MSAA is the vanilla standard and foundation work for SMAA and TXAA to work at all
SMAA aims at a razor sharp results with reasonable temporal stability
TXAA aims at a more cinematic/softer looking image with high temporal stability
SMAA/TXAA a smart combo
MSAA + SSAA via previous frame sub sample reprojection + morphological (post-process) antialiasing
See Siggraph 2011 AA course [Jimenez Et.Al 11] and our GDC 2013 talk for details [Sousa Et.al. 13]
No AA TXAA Medium (2TX2)
SMAA Medium (2Tx) 8x MSAA
No AA TXAA High (2TX4)
SMAA High (4x) 8x MSAA
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 124
SPECIAL THANKS
Wolfgang Engel
Magnus Larbrant, Chris Auty, Carsten Wenzel, Chris Raine, Chris Bolte, Chris Bunner, Baldur Karlsson, Andrew Khan,
Michael Kopietz, Ivo Zoltan Frey, Marco Corbetta, Jake Turner, Nicolas Schulz, Nick Kasyan, Vladimir Kajalin, etc.
Big thanks to the entire Crytek team!
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 125
REMINDER
We are hiring!
http://www.crytek.com/career
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 126
QUESTIONS?
Pierre-Yvez Donzallaz
pierre@crytek.com/twitter: @pydon
Tiago Sousa
tiago@crytek.com/twitter: @crytek_tiago
Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 127
REFERENCES
Reinhard E., “Parameter Estimation for Photographic Tone Reproduction”, 2002
Krawczyk G., Myszkowski K., Seidel H., “Perceptual Effects in Real-time Tone Mapping”, 2005
Bjorke K., “Image-Based Lighting”, 2007
Gritz L., Eon E. “The Importance of Being Linear”, 2007
Tóth B. Et.al, “Real-time Volumetric Lighting in Participating Media”, 2009
Behc, “Box Projected Cubemap Environment Mapping”, 2010
Hable J. “Uncharted 2: HDR Lighting”, 2010
Sousa T., “CryENGINE 3 Rendering Techniques”, 2011
Sousa T., Schulz N. , Kasyan N., “Secrets of CryENGINE 3 Graphics Technology”, 2011 *
Jimenez J. Et.al “Filtering Approaches for Real-Time Anti-Aliasing”, 2011
Lagarde S., “Local Image Based Lighting with Paralax Corrected Cubemaps”, 2012
Sousa T., Wenzel C., Raine C., “Rendering Technologies of Crysis 3”, 2013
Wiki00, “Stereographic Projection”, http://en.wikipedia.org/wiki/Stereographic_projection
Wiki01, “Y’CbCr”, http://en.wikipedia.org/wiki/YCbCr
Wiki02, “Chroma Subsampling”, http://en.wikipedia.org/wiki/Chroma_subsampling

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The Art and Technology behind Crysis 3 (FMX 2013)

  • 1. Pierre-Yves Donzallaz & Tiago Sousa The Art and Technology behind Crysis 3 FMX 2013
  • 2. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 2 PRESENTERS Pierre-Yves Donzallaz Senior Lighting Artist, Crytek Tiago Sousa R&D Principal Graphics Engineer, Crytek
  • 3. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 3 PLAN Introduction to Crysis Art pre-production Art guidelines Art production overview Technology overview Hybrid deferred rendering
  • 4. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 4 CRYSIS FRANCHISE First Person Shooter Super soldier equiped with a Nanosuit Sandbox gameplay Crysis trilogy Crysis 1 (2007): awakening of an ancient alien civilization on an island Crysis 2 (2011): fighting against the alien invasion in New York Crysis 3 (2013): awakening and destruction of the alien boss in New York
  • 5. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 5 CRYENGINE Dozen years of development “Real-time all the time” Multiplatform engine Licensees Sniper Ghost Warrior 2 (City Interactive) MechWarrior Online (Piranha Games) Monster Hunter Online (Tencent, Capcom) Star Citizen (Cloud Imperium Games Corporation) etc.
  • 6. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 6 OBJECTIVES FOR CRYSIS 3 Merge the best of Crysis 1 and 2 More open levels More gameplay freedom More variety More weapons (bow and alien weapons) Push the visual quality even further with CryENGINE 3 Set a benchmark for next generation games
  • 7. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 7 INITIAL CONSTAINTS Smaller (but very experienced) development team Some developpers re-assigned to Ryse and Homefront 2 after Crysis 2 production ~150 people on Crysis 2 ~100 people on Crysis 3 Handful of graphics programmers Tiny art team (dozens of environment artists, couple of level artists, 1 lighting artist & 1 FX artist for the single player campaign) Shorter production time 38 months for Crysis 2 23 months for Crysis 3 Create a better game Art bottleneck No place for mistakes
  • 8. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 8 CONCEPT ART Main themes Rain forest Manhattan, New York Dome Handful of concept artists New environments New main characters New design for human enemies New aliens and weapons
  • 9. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 9 CONCEPT ART Crysis 1 meets Crysis 2 Strong natural settings Exremely dense vegetation Urban environment with destruction Bigger levels (more impressive vistas)
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  • 12. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 12 ART BENCHMARKOBJECTIVES Create a pre-production art-focused level representative of the game (end of 2011) Implement the vision of the art direction Dense jungle Overgrown buildings (destruction, rust, moss, etc.) Rivers Dappled lighting Improve the art pipeline and workflow Create a good stress test for low-end hardware (consoles) Keep the art department busy ~2 months production
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  • 18. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 18 ART BENCHMARKVIDEO
  • 19. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 26 POST ART BENCHMARK Throw away most of Crysis 2‘s environment assets Inconsistent with the art style (pristine assets) Not detailed enough (geometries and textures) Rebuild all environment assets Geometries: add more destruction Textures: overgrown style (rust, moss, etc.) Materials: wet look
  • 20. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 27 POST ART BENCHMARK Create art guidelines Make sure all artists follow the same rules for textures and materials Art resources located in Frankfurt, Nottingham, Kiev and a few outsourcing studios Re-calibrate the lighting engine Create a test level for artists
  • 21. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 28 MONITORS Ensure all artists work with proper monitors (IPS, *VA or PLS panels) Calibrate all monitors to industry standards (sRGB, Gamma 2.2, 6500K and ~100cd/m2) Images credit: www.anandtech.com View angles of low end monitors (TN panels) View angles of higher end monitors (IPS panel)
  • 22. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 29 TEXTURESSELECTION Minimize lighting information in the textures Prevent direct light (harsh and dark shadows) Ensure neutral color balance Use overcast lighting for smooth ambient lighting Bright daylight Low sun settings Overcast Images credit: Richard Yot, www.itchy-animation.co.uk
  • 23. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 30 TEXTURESCOLOR AND LUMINANCE CONTROL Kodak Color Control Patches Ideal for non-studio lighting Place them close to the photographed subject Correct the RGB curves in Photoshop Image credit: www.kodak.com
  • 24. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 32 DIFFUSE TEXTURESCOMMON MISTAKES Common mistakes of artists Too much AO baking Overly dark cavities Dark outlines Too much contrast The engine will do it! Self-shadowing: shadowmaps Ambient occlusion: SSDO Contrast: PostFX (eye adaptation, tonemapping, film curve and LUT colorgrading) Old generation engines still need a lot of baking (textures, vertex colors, etc.)
  • 25. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 33 DIFFUSE TEXTURESPRACTICAL EXAMPLE Remove highlights and shadows (Shadows/Highlights adjustment in Photoshop) Prevent the “triple darkening” (shadowmaps, SSDO and PostFX) leading to a cartoony look Keep the color component only “The flatter the better“ Reference diffuse texture (bad) Modified diffuse texture (better)
  • 26. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 34 SPECULAR TEXTURESCOMMON MISTAKES Every artist has a different way of creating specular textures Basic mistake: specular texture created from a high contrast gray-scaled diffuse texture Diffuse texture Diffuse-based specular (bad)
  • 27. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 35 PHYSICALLY-BASED SPECULAR Value depends on the atomic structure of the surface, not on the glossiness (roughness) For instance glossy and matte plastics have theoretically the same specular color Glossiness specified with dedicated glossiness texture Specular luminance [0;255] Most non metals: 30-70 (including rust) Metals: +180 Specular color Non metals: greyscaled Metal: slightly colored (gold, copper, nickel) Non metals Metals
  • 28. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 36 PHYSICALLY-BASED SPECULARPRACTICAL EXAMPLE Average specular luminance of stone around 55 No real need for specular textures anymore (flat color) Specular texture (bad) Physically-based specular (better)
  • 29. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 37 GLOSSINESS Roughness of the surface Range from 0 to 255 Matte and rough materials: low glossiness Glossy/polished/wet materials: high glossiness Perfect mirror: 255 Glossiness range
  • 30. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 38 GLOSSINESS RANGE
  • 31. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 39 GLOSSINESS TEXTURES Roughness defined by a glossiness textures Very important for material definition More freedom for painting interesting details (scratches, specles, wet areas, etc.) Glossiness textureSpecular texture
  • 32. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 40 ASSET ZOO LEVEL Create a test level for proof checking assets Level based on the Art Benchmark Store all assets in one single level Check assets concistency at a glimpse
  • 33. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 41 ASSET ZOO LEVELFLAT SHADING Pure flat indirect lighting No post processing, no reflection, no ambient occlusion, no fog Control the consistency of the diffuse textures Standard lighting mode Flat shading mode
  • 34. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 42 ASSET ZOO LEVELCLIPPING CONTROL Visualize blacks and whites clipping Black: RGB 0-15 (pink) White: RGB 240-255 (green) Good estimation of clipping on TVs with limited color space (16-235) Flat shading mode Clipping control mode
  • 35. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 43 ASSET ZOO LEVELCLIPPING CONTROL
  • 36. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 44 REFERENCE MATERIALS Creation of reference material for proof checking Based on the most representative materials of the Art Benchmark Artists compare their new textures with these reference materials Lighting calibration based on these materials Vegetation Mud Rust Metal Rusty stone Concrete Bricks Average Mirror
  • 37. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 45 LIGHTING CALIBRATIONCOLOR CHART Gamma chart and gradient chart Control lighting influence on the textures Check post FX influence on the colors and white balance Prevent clipping of the blacks and whites
  • 38. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 46 LIGHTING CALIBRATIONPRACTICAL EXAMPLES Color chart and reference materials used for calibration and proof checking of the lighting
  • 39. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 47 PRE-PRODUCTION GUIDELINES Did we actually follow all these guidelines? Diffuse textures? Yes, although some textures still have too much AO and dark outlines Physically-based specular textures? Not really, mix of incorrect specular colors, specular textures and fresnel settings However, the final result is in the correct range after the light pass/tweaking Glossiness textures? Yes Asset zoo? Yes, but artists often forgot to store their assets in the level Lighting calibration? Yes, although strong clipping is sometimes necessary to achieve a certain look
  • 40. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 48 CONSOLE LIMITATIONS Make the best experience within console limitations Video and system memory limitations for level size and amount of entities Optimization of system memory usage for animations, entities, etc. Geometries More aggressive LOD on console Lower view distance on console Maximum view and LOD distance on PC Textures Low resolution on console (256px/512px) High resolution on PC (1024px and above)
  • 41. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 49 CONSOLE LIMITATIONS Materials Console-specific materials with less complex shader settings (blend layers, paralax occlusion mapping, etc.) Lighting Limited amount of lights casting shadows on console Bounce lights usually disabled on console Maximum lighting quality on PC (shadows and bounce lighting festival)
  • 42. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 50 FULL PRODUCTION Main titles for environment creation Level designer: mission owner, scripts implementation, asset placement Environment/level artist: asset creation, asset placement, terrain and vegetation painting and level beautification Lighting and FX artists Cinematic designer Group-based production 1 level designer and 2 to 3 artists per level FX/lighting/beautification artists working on all levels
  • 43. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 51 FULL PRODUCTION Level production All levels in production at the same time “Gameplay pit”, “art pit” and “optimization pit“: focus phases of 1 to 2 weeks for every level No post-production (lighting and FX on time) Advantages Environment artists assigned to one level only (in theory) Better communication within the groups More consistent asset quality due to the limited amount of artists per level Better optimization due to asset sharing Disadvantages Slow progress Everything comes toghether at the end only
  • 44. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 52 ENVIRONMENTS 7 main environments Strong variety for locations, lighting and mood Unique but short experience (6-8 hours of gameplay)
  • 45. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 53 ENVIRONMENTSDOME (JAILBREAK) Location West Side Outside the dome Lighting & mood Night Sunrise Stormy weather Intense artificial lighting Palette
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  • 49. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 58 ENVIRONMENTSFIELDS Location West Side (Penn Station) High grass fields Train yard Train warehouse Lighting & mood Sunny morning Dark tunnels Palette
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  • 52. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 61 ENVIRONMENTSCANYON Location Financial District Canyon Dam Power station Lighting & mood Cloudy afternoon Dark canyons Palette
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  • 56. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 66 ENVIRONMENTSSWAMP Location Chinatown Swamp Abandoned lab Lighting & mood Misty night Search lights Mobile lights Emergency lighting Palette
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  • 58. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 68 ENVIRONMENTSRIVER I Location East Side Dense jungle Rivers Lighting & mood Cloudy morning Dark jungle Palette
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  • 61. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 71 ENVIRONMENTSRIVER II Location East River Dry river bed Warzone Lighting & mood Cloudy morning Sky in fire Palette
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  • 64. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 74 ENVIRONMENTSISLANDS Location Columbus Circle Apocalyptic world Huge sandbox level Lighting & mood Dark stormy afternoon Palette
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  • 66. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 76 ENVIRONMENTSCAVE Location Collpased ruins Natural caves Alien structures Lighting & mood Dusty environment Dark caves Natural lighting Alien lighting Palette
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  • 69. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 79 CHARACTERSPIPELINE IN A NUTSHELL Concepts of the characters Casting of real actors Capture of selected actors 3D face scan Motion capture (body and facial animations) Voice acting
  • 70. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 80 Scan faces with multiple cameras to create a 3D textured geometry CHARACTERS3D FACE SCAN Scanning rig Results in ZBrush
  • 71. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 81 CHARACTERSMOTION CAPTURE Body and facial animations and voice acting captured at once Motion capture session Final in-game result
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  • 75. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 85 SKY AND CLOUDS RENDERING Technologies Procedural HDR skybox Rotating HDR clouds hemispheres Cloud shadows Dynamism No more old school static painted skyboxes Moving clouds Moving cloud shadows Time-lapse video of clouds hemispheres rotation
  • 76. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 86 SKY AND CLOUDS RENDERINGVIDEO
  • 77. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 93 RENDERING TECHNOLOGYOVERVIEW Hybrid deferred rendering Dynamic lighting and shadows, contact shadows for every light source Localized image-based lighting + Screen Space Reflections Vast feature set e.g. participating media, terrain, characters, vegetation, water, particles, decals, flares, color correction High dynamic range rendering Antialiasing Scalability across different hardware/platforms Most techniques multiplatform friendly: minimize QA/testing effort 4 quality levels: low, medium, high, very high
  • 78. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 94 HYBRID DEFERRED RENDERINGTHIN G-BUFFER 2.0 Channels Format Depth AmbID, Decals D24S8 N.x N.y Gloss, Zsign Translucency A8B8G8R8 Albedo Y Albedo Cb,Cr Specular Y Per-Project A8B8G8R8
  • 79. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 95 HYBRID DEFERRED RENDERINGTHIN G-BUFFER 2.0 Final Composite
  • 80. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 96 HYBRID DEFERRED RENDERINGTHIN G-BUFFER 2.0 Depth
  • 81. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 97 HYBRID DEFERRED RENDERINGTHIN G-BUFFER 2.0 RG: Normals
  • 82. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 98 HYBRID DEFERRED RENDERINGTHIN G-BUFFER 2.0 B: Glossiness
  • 83. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 99 HYBRID DEFERRED RENDERINGTHIN G-BUFFER 2.0 A: Translucency
  • 84. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 100 HYBRID DEFERRED RENDERINGTHIN G-BUFFER 2.0 R: Albedo Y
  • 85. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 101 HYBRID DEFERRED RENDERINGTHIN G-BUFFER 2.0 G: Albedo CbCr (interleaved)
  • 86. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 102 HYBRID DEFERRED RENDERINGTHIN G-BUFFER 2.0 B: Specular Intensity
  • 87. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 103 HYBRID DEFERRED RENDERINGG-BUFFER PACKING I World space normal packed into 2 components (WIKI00) Stereographic projection worked well in practice and is fairly cheap Glossiness + Normal Z sign packed together
  • 88. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 104 HYBRID DEFERRED RENDERINGG-BUFFER PACKING II Albedo in Y’CbCr color space (WIKI01) Stored in 2 channels via Chrominance Subsampling (WIKI02)
  • 89. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 105 HYBRID DEFERRED RENDERINGLIGHTING I Localized IBL probes+ screen space reflection approximation
  • 90. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 106 HYBRID DEFERRED RENDERINGLIGHTING II Artists place probes/sampling locations across levels Generation of HDR cube maps at desired locations, 32 bits encoded using RGBM Localized reflection mapping (Bjorke07,Behc10,Lagarde12) Reflection vector adjusted based on camera location inside probe bounding volume
  • 91. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 107 HYBRID DEFERRED RENDERINGLIGHTING II Screen Space Reflection via raymarching along reflection vector (Sousa et.al 11) Sample depth and check ray depth, if within threshold to scene depth accept sample Using previous frame + reprojection (encoded using RGBM 32 bits) Center depth is full resolution, all other taps FP16 half resolution depth Skip non-glossy surfaces
  • 92. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 108 HYBRID DEFERRED RENDERINGLIGHTING III Lights rendered via geometry volume Sphere for point lights, cone for projectors Stencil pre-pass, depending on heuristic Multiplatform friendly Accumulate light sources into Light-Buffers using MRT (Sousa11) Diffuse and specular contribution into separate targets Stored in 32 bits fmt (e.g. for PC using R11G11B10F) Re-using L-Buffers for further passes and techniques Skin rendering via Screen Space Sub-Surface Scattering Forward passes using complex shading/composition
  • 93. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 109 HYBRID DEFERRED RENDERINGSSDO Contact Shadows/SSDO (Sousa et.al 11) Applied to all light sources and ambient, via screen space bent normals (average unoccluded direction) Center depth is full resolution, all other taps FP16 half resolution depth SSDO off SSDO on
  • 94. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 110 HYBRID DEFERRED RENDERINGSHADING Deferred shading composited via fullscreen pass Samples L-Buffers + G-Buffers for composition More complex shading such as Hair or Skin, processed via forward passes Allowed dropping almost all opaque forward passes Deferred (Red) + Forward (Green)Final results
  • 95. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 112 FEATURE SETCRYENGINE 3 2012 HIGHLIGHTS VIDEO
  • 96. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 113 FEATURE SETFLARE EDITOR Crysis 2 post process flares suffered a bit from J.J. Abrams syndrome Partially due to inconsistencies in asset setup (overly bright particles or incorrect material setup) Flare editor for total artistic control Not physically-based Simple 2D sprites composite + multiple flare types
  • 97. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 114 FEATURE SETDEFERRED RAIN I Introduced in first CryENGINE 3 iteration, tuned further for Crysis 3 Rendered as box volume, using stencil culling/depth bounds Techniques combo: mist, puddles, rain layers and water drops, fast screen space reflection approximation
  • 98. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 115 FEATURE SETDEFERRED RAIN II Water puddles: world space, top down projection for texturing, via animated texture Console friendly screen space reflection approximation Vertical blur, no depth masking (visually sufficient) Rain layers: multiple cones centered at camera origin Snap to new location if camera distance > threshold Translating rain texture uvs, down rain cones Bonus trick: approximate rain light scattering, via bloom source
  • 99. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 116 FEATURE SETVOLUMETRIC FOG SHADOWS I Based on TOTH09 Don’t accumulate in-scattered light, instead accumulate shadow contribution along view ray
  • 100. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 117 FEATURE SETVOLUMETRIC FOG SHADOWS II Interleave pass distributes 1024 shadow samples on a 8x8 grid shared by neighboring pixels Half resolution destination target Gather pass computes final shadow value Bilateral filtering was used to minimize ghosting and halos Shadow stored in alpha, 8 bit depth in red channel Used 8 taps to compare against center full resolution depth Max sample distance configurable (~150-200m in C3 levels) Cloud shadow texture baked into final result Final result modifies fog height and radial color
  • 101. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 118 FEATURE SETVOLUMETRIC FOG SHADOWS III Naive upscale
  • 102. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 119 FEATURE SETVOLUMETRIC FOG SHADOWS IV Bilateral Upscale
  • 103. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 120 HIGH DYNAMIC RANGE RENDERINGOVERVIEW Linear correct on all platforms (Gritz07, Sousa11) e.g. lighting, texture filtering, blending, motion blur, depth of field and antialiasing Switched to film tone mapping (Hable2010) Several schemes tested for automated exposure/key (e.g Reinhard02, Krawczyk05) Simple solution chosen: let art fine tune (curve, scene key, min and max exposure for eye adaption)
  • 104. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 121 ANTIALIASINGOVERVIEW Support for latest and greatest antialiasing modes: FXAA, Deferred MSAA, SMAA & TXAA Subjective topic: some users like sharper image, others softer image Each mode has it strenghts/user preferences FXAA is the fastest mode of the pack Deferred MSAA is the vanilla standard and foundation work for SMAA and TXAA to work at all SMAA aims at a razor sharp results with reasonable temporal stability TXAA aims at a more cinematic/softer looking image with high temporal stability SMAA/TXAA a smart combo MSAA + SSAA via previous frame sub sample reprojection + morphological (post-process) antialiasing See Siggraph 2011 AA course [Jimenez Et.Al 11] and our GDC 2013 talk for details [Sousa Et.al. 13]
  • 105. No AA TXAA Medium (2TX2) SMAA Medium (2Tx) 8x MSAA
  • 106. No AA TXAA High (2TX4) SMAA High (4x) 8x MSAA
  • 107. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 124 SPECIAL THANKS Wolfgang Engel Magnus Larbrant, Chris Auty, Carsten Wenzel, Chris Raine, Chris Bolte, Chris Bunner, Baldur Karlsson, Andrew Khan, Michael Kopietz, Ivo Zoltan Frey, Marco Corbetta, Jake Turner, Nicolas Schulz, Nick Kasyan, Vladimir Kajalin, etc. Big thanks to the entire Crytek team!
  • 108. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 125 REMINDER We are hiring! http://www.crytek.com/career
  • 109. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 126 QUESTIONS? Pierre-Yvez Donzallaz pierre@crytek.com/twitter: @pydon Tiago Sousa tiago@crytek.com/twitter: @crytek_tiago
  • 110. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 127 REFERENCES Reinhard E., “Parameter Estimation for Photographic Tone Reproduction”, 2002 Krawczyk G., Myszkowski K., Seidel H., “Perceptual Effects in Real-time Tone Mapping”, 2005 Bjorke K., “Image-Based Lighting”, 2007 Gritz L., Eon E. “The Importance of Being Linear”, 2007 Tóth B. Et.al, “Real-time Volumetric Lighting in Participating Media”, 2009 Behc, “Box Projected Cubemap Environment Mapping”, 2010 Hable J. “Uncharted 2: HDR Lighting”, 2010 Sousa T., “CryENGINE 3 Rendering Techniques”, 2011 Sousa T., Schulz N. , Kasyan N., “Secrets of CryENGINE 3 Graphics Technology”, 2011 * Jimenez J. Et.al “Filtering Approaches for Real-Time Anti-Aliasing”, 2011 Lagarde S., “Local Image Based Lighting with Paralax Corrected Cubemaps”, 2012 Sousa T., Wenzel C., Raine C., “Rendering Technologies of Crysis 3”, 2013 Wiki00, “Stereographic Projection”, http://en.wikipedia.org/wiki/Stereographic_projection Wiki01, “Y’CbCr”, http://en.wikipedia.org/wiki/YCbCr Wiki02, “Chroma Subsampling”, http://en.wikipedia.org/wiki/Chroma_subsampling