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[UniteKorea2013] Butterfly Effect DX11
[UniteKorea2013] Butterfly Effect DX11
[UniteKorea2013] Butterfly Effect DX11
[UniteKorea2013] Butterfly Effect DX11
[UniteKorea2013] Butterfly Effect DX11
[UniteKorea2013] Butterfly Effect DX11
[UniteKorea2013] Butterfly Effect DX11
[UniteKorea2013] Butterfly Effect DX11
[UniteKorea2013] Butterfly Effect DX11
[UniteKorea2013] Butterfly Effect DX11
[UniteKorea2013] Butterfly Effect DX11
[UniteKorea2013] Butterfly Effect DX11
[UniteKorea2013] Butterfly Effect DX11
[UniteKorea2013] Butterfly Effect DX11
[UniteKorea2013] Butterfly Effect DX11
[UniteKorea2013] Butterfly Effect DX11
[UniteKorea2013] Butterfly Effect DX11
[UniteKorea2013] Butterfly Effect DX11
[UniteKorea2013] Butterfly Effect DX11
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[UniteKorea2013] Butterfly Effect DX11

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유나이트 코리아 2013 발표자료: 버터플라이 이펙트 데모 영상으로 살펴보는 다이렉트 11의 기능들 (얼란드 쾨너)

유나이트 코리아 2013 발표자료: 버터플라이 이펙트 데모 영상으로 살펴보는 다이렉트 11의 기능들 (얼란드 쾨너)

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  • 1. Butterfly EffectDirectX 11 graphic featuresErland Körner, Technical Artist, Unity Sweden
  • 2. Apr 12, 2013 PageWho am I?!• I am Erland Körner• Unity Stockholm, Sweden• Graphic Artist on demo-team• 2 decades AAA background.EA/DICE - Battlefield andMirrors Edge.2
  • 3. Apr 12, 2013 PageUnity DirectX11Butterfly Effect3
  • 4. Apr 12, 2013 PageUnity DirectX11Summed up• Realtime shortfilm using Unity.Research project.• Unity, Passion Pictures andNvidia.• ˜25 CG Artists (0 Unityexperience), ˜5 Programmersduring 14 weeks production time.• 40GB Data, 40 scenes, 130 shots.Using Unity CacheServer.• DirectX 11 and 64bit Editor.4
  • 5. Apr 12, 2013 PageUnity DirectX11Usages in Butterfly effect• DX11 = Collection of Windows multimedia API’s for games. Availablein Unity 4.x.• DirectX 11 broadens visual (GPU) scope and fidelity. Eases efforts.• Compute shaders, Tessellation and 3D Textures• Enabling us to have Physically based, energy conservative shaders onenvironment, skin and eyes• ...Hair rendering and tessellation• ...Full screen Post Processing• ...Volumetric explosions5
  • 6. Apr 12, 2013 PageUnity DirectX11Compute shader example 1• +1 million particles in Unity• Fully simulated on the GPU,hardly no pressure on CPU.• GPU buffer position andvelocity.• Each particle is a generatedbillboard.6
  • 7. Apr 12, 2013 PageUnity DirectX11Compute shader example 2• Fluid simulation.• Works on 3D textures andperforms simulation.• Texture describes the density andvelocity.• To show the result the density 3Dtexture is raymarched.• A gradient texture is alsosampled to provide different colordepending on volume thickness.7
  • 8. Apr 12, 2013 PageUnity DirectX11Physically based shaders• Inspired by Mental Ray“Architectural” (MIA) shader• High quality offline rendering• Suitable for hard-surface materials• Familiar and intuitive to CG /non-game artists.• THE shader for everything!!!• Energy conserving - Materialfollows laws of physics!8
  • 9. Apr 12, 2013 PageUnity DirectX11Skin Rendering• Physically based shading.• Mimics offline SSS rendering tools.Top, epidermis and subdermal skinlayers.• Renders lighting, then blurs, combines,and adds top- and 2 spec layers.• Back scatter, based on translucencylayers. Adds intensities into sublayer.Indirect light from sphericalharmonics.• Catmull-Clark Subdivision,not directly Dx11 tessellation.9
  • 10. Apr 12, 2013 PageUnity DirectX11Hair and Tessellation• System designed to be similarto offline systems.• Geometry shader. Renderedusing DirectX 11 tessellation.• Hardware hair geometrygeneration.• Hair defined by Emitter meshand Guide hairs in 3d package.10
  • 11. Apr 12, 2013 PageUnity DirectX11Filmic Post-Effects breakdown• Heavy amounts of Post-processing in every shot!• ...Motionblur (Velocity blur)• ...Depth Of Field and Bokehshapes• ...Photographic tonemapping• ...Bloom (HDR, Specularhighlights and sun reflections)11
  • 12. Apr 12, 2013 PageUnity DirectX11Filmic Post-Effects breakdown• ...Color correction (3D LUT)• ...RGB channel Noise and grain• ...Lens distortion• ..HBAO (Horizon BasedAmbient Occlusion)• Some already added to Unity4.1...12
  • 13. Apr 12, 2013 PageUnity DirectX11Volumetric Explosions• Fluid simulation expensive andhard to control.• Procedural techniques are practicalon current-gen hardware.• Fast render volume renderer.• Can calculate normal as gradient ofdistance field, for lighting. Gives AOapproximations.• Detail added by offset with“pyroclastic” (Perlin) noise. Shadebased on displacement amount.13
  • 14. Apr 12, 2013 PageThanks and credits• Renaldas Zioma, Aras Pranckevičius, Ole Ciliox, Paulius Liekis, Stefan Sandberg atUnity• Simon Green, Jon Jansen an everyone involved of Nvidia• Passion Pictures14
  • 15. More examples
  • 16. Apr 12, 2013 PageUnity DirectX11Opacity Mapping example• Fourier Opacity Mapping, forrendering self-shadowingeffects.• DX11 Tessellation, foracceleration.16
  • 17. Apr 12, 2013 PageSigned Distance Field example 1• Similar approach as volumetricexplosions.• Julia fractal. Distance Fields aresurfaces definedmathematically.• For each pixel touched israymarched a function thatdescribes the fractal.• Cubemap and AO sampled withthe normal for added detail.17
  • 18. Apr 12, 2013 PageSigned Distance Field example 2• Describes whether camera is on the surface (value 0) or above orbelow it.• Morphed by other functions, like the wave (sin and cos).18
  • 19. Apr 12, 2013 PageSigned Distance Field example 3• Sample until reaching back ofthe volume to figure outthickness.• Dim surface where the volumeis thicker.19

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