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Nubis: Realtime Volumetric Cloudscapes in a Nutshell

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Download the full presentation here: https://www.guerrilla-games.com/read/nubis-realtime-volumetric-cloudscapes-in-a-nutshell

This talk is a distillation of all of the previous publications about our cloud system, Nubis. Its purpose is to make the concepts behind our approach more accessible and to give the reader some insight into our process at Guerrilla. This was originally presented at the 2018 Eurographics Conference in Delft, The Netherlands on April 19, 2018.

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Nubis: Realtime Volumetric Cloudscapes in a Nutshell

  1. 1. NUBIS Realtime Volumetric Cloudscapes In A Nutshell Andrew Schneider - Principal FX Artist, Guerrilla
  2. 2. NUBIS | In a Nutshell Previous Publications: • SIGGRAPH 2015 Advances in Realtime Rendering • SIGGRAPH 2017 Advances in Realtime Rendering • GPU Pro 7 = 80min, 20+pages In a Nutshell: • Observation • Abstraction • Implementation What this Talk is NOT: • Implementation • Exactly what we shipped with Horizon: Zero Dawn [ hyperinks on the last slide ]
  3. 3. Portrait / Art from the archive of the National Meteorological Library And Archive [UK] Luke Howard, Meteorologist, 1802 Cumulus Stratus Cirrus NUBIS | The Modifications of Clouds
  4. 4. Photographs NUBIS | The Modifications of Clouds
  5. 5. Cloud Coverage Cloud Type NUBIS | Density Model
  6. 6. type 0 1 CumulusStratocumulusStratus NUBIS | Density Model height
  7. 7. StratusStratocumulusCumulus in-game render NUBIS | Density Model
  8. 8. Photographs NUBIS | Density Model
  9. 9. Perlin-Worley1-WorleyPerlin NUBIS | Density Model
  10. 10. base_cloud_density = remap(low_freq_noise, high_freq_noise, 1.0, 0.0, 1.0) NUBIS | Density Model
  11. 11. in-game render NUBIS | Density Model
  12. 12. coverage 0 1 cloud_with_coverage = remap(base_cloud_density * height_gradient, cloud_coverage, 1.0, 0.0, 1.0) NUBIS | Density Model
  13. 13. in-game render NUBIS | Density Model
  14. 14. N S W E NUBIS | Authoring System
  15. 15. in-game render Cloud Map NUBIS | Authoring System
  16. 16. in-game render Cloud Map NUBIS | Authoring System
  17. 17. x x NUBIS | Lighting Model Photograph
  18. 18. NUBIS | Lighting Model Energy = Attenuation * Phase * InScattering
  19. 19. NUBIS | Lighting Model Energy = exp( -density_along_light_ray ) Beer-Lambert Law
  20. 20. NUBIS | Lighting Model Energy = 1Energy = exp( -density_along_ray) in-game render
  21. 21. NUBIS | Lighting Model HG( cos(θ), eccentricity) Henyey-Greenstein Phase Function
  22. 22. NUBIS | Lighting Model in-game render
  23. 23. NUBIS | Lighting Model 1 - exp( -density_sample)
  24. 24. NUBIS | Lighting Model in-game render
  25. 25. Energy = exp( -density_along_light_ray ) Beer-Lambert Law Absorption / Out-scattering Henyey-Greenstein Phase Function Scattering Phase HG( cos(θ), eccentricity) In-Scattering Probability Function Dark Edges 1 – exp( -density_sample)** NUBIS | Lighting Model in-game render
  26. 26. NUBIS | Renderer
  27. 27. NUBIS | Renderer in-game render
  28. 28. NUBIS | Renderer
  29. 29. NUBIS | Renderer
  30. 30. NUBIS | Performance Base Parallelization March Optimizations Exclude Hidden Pixels 60+ms 22ms 3.34ms 1.2ms in-game render
  31. 31. NUBIS | In a Nutshell Do I need to render this pixel? * 16 Step * 2, Sample Cheap Is result non-zero? Sample Expensive Is result non-zero? Step toward light, Sample Expensive, sum values * 6 Calculate Light Energy Attenuate by Alpha Add density to alpha Is Alpha >= 1? STOP! Is the result zero for several samples? NUBIS | In A Nutshell
  32. 32. • Thanks to: • Nathan Vos • Jan Bart van Beek • Marijn Giesbertz • Elco Vossers • Coen Klosters • Vlad Lopatin • Felix van den Bergh • Maarten van der Gaag • Hugh Malan • Giliam de Carpentier • Kevin Ortegren • Michal Valient • Michiel van der Leeuw • Hermen Hulst • Angie Smets • Kojima Productions • Personal Thanks: • Trevor Thomson • Matthew Wilson • Matthew Roach • Carl Ludwig • Hugo Ayala • Donald Sajda & Jerry Ford • Joe Pasquale, Malcom Kesson, Clarke Stallworth • Tim McLaughlin • Natalya Tatarchuk • SideFX Software • Colleagues around the Game and VFX industry • The community References: [Hamblyn, 2001] Richard Hamblyn, The Invention Of Clouds. New York: Picador Reprints., 2011. [Pretor-Pinney, 2007] Gavin Pretor-Pinney, The Cloudspotter’s Guide. London: Sceptre., 2007. [Schneider, 2015] A. Schneider. “The Real-Time Volumetric Cloudscapes Of Horizon: Zero Dawn”. ACM SIGGRAPH. Los Angeles, CA: ACM SIGGRAPH, 2015. Web. 26 Aug. 2015. [Clausse and Facy, 1961] R. Clausse and L. Facy, The Clouds. London: Evergreen Books LTD., 1961. [Wrenninge, 2013] M. Wrenninge, Production Volume Rendering: Design and Implementation. CRC Press, 2013. [Schneider 2016] Andrew Schneider, GPU Pro 7: Real Time Volumetric Cloudscapes. p.p. (97-128) CRC Press, 2016. [Schneider, 2017] A. Schneider. “Nubis: Authoring The Real-Time Volumetric Cloudscapes Of Horizon: Zero Dawn”. ACM SIGGRAPH. Los Angeles, CA: ACM SIGGRAPH, 2017. Web. 2017. . NUBIS | Thanks & References

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