Filmic Tonemapping for Real-time Rendering - Siggraph 2010 Color Coursehpduiker
Filmic Tonemapping for Real-time Rendering, a presentation from the Siggraph 2010 Course on Color, on a technique developed from film that became very applicable to games with the addition of support for HDR lighting and rendering in graphics cards.
Graphics Gems from CryENGINE 3 (Siggraph 2013)Tiago Sousa
This lecture covers rendering topics related to Crytek’s latest engine iteration, the technology which powers titles such as Ryse, Warface, and Crysis 3. Among covered topics, Sousa presented SMAA 1TX: an update featuring a robust and simple temporal antialising component; performant and physically-plausible camera related post-processing techniques such as motion blur and depth of field were also covered.
Past, Present and Future Challenges of Global Illumination in GamesColin Barré-Brisebois
Global illumination (GI) has been an ongoing quest in games. The perpetual tug-of-war between visual quality and performance often forces developers to take the latest and greatest from academia and tailor it to push the boundaries of what has been realized in a game product. Many elements need to align for success, including image quality, performance, scalability, interactivity, ease of use, as well as game-specific and production challenges.
First we will paint a picture of the current state of global illumination in games, addressing how the state of the union compares to the latest and greatest research. We will then explore various GI challenges that game teams face from the art, engineering, pipelines and production perspective. The games industry lacks an ideal solution, so the goal here is to raise awareness by being transparent about the real problems in the field. Finally, we will talk about the future. This will be a call to arms, with the objective of uniting game developers and researchers on the same quest to evolve global illumination in games from being mostly static, or sometimes perceptually real-time, to fully real-time.
Practical Occlusion Culling in Killzone 3Guerrilla
Killzone 3 features complex occluded environments. To cull non-visible geometry early in the frame, the game uses PlayStation 3 SPUs to rasterize a conservative depth buffer and perform fast synchronous occlusion queries against it. This talk presents an overview of the approach and key lessons learned during its development.
Filmic Tonemapping for Real-time Rendering - Siggraph 2010 Color Coursehpduiker
Filmic Tonemapping for Real-time Rendering, a presentation from the Siggraph 2010 Course on Color, on a technique developed from film that became very applicable to games with the addition of support for HDR lighting and rendering in graphics cards.
Graphics Gems from CryENGINE 3 (Siggraph 2013)Tiago Sousa
This lecture covers rendering topics related to Crytek’s latest engine iteration, the technology which powers titles such as Ryse, Warface, and Crysis 3. Among covered topics, Sousa presented SMAA 1TX: an update featuring a robust and simple temporal antialising component; performant and physically-plausible camera related post-processing techniques such as motion blur and depth of field were also covered.
Past, Present and Future Challenges of Global Illumination in GamesColin Barré-Brisebois
Global illumination (GI) has been an ongoing quest in games. The perpetual tug-of-war between visual quality and performance often forces developers to take the latest and greatest from academia and tailor it to push the boundaries of what has been realized in a game product. Many elements need to align for success, including image quality, performance, scalability, interactivity, ease of use, as well as game-specific and production challenges.
First we will paint a picture of the current state of global illumination in games, addressing how the state of the union compares to the latest and greatest research. We will then explore various GI challenges that game teams face from the art, engineering, pipelines and production perspective. The games industry lacks an ideal solution, so the goal here is to raise awareness by being transparent about the real problems in the field. Finally, we will talk about the future. This will be a call to arms, with the objective of uniting game developers and researchers on the same quest to evolve global illumination in games from being mostly static, or sometimes perceptually real-time, to fully real-time.
Practical Occlusion Culling in Killzone 3Guerrilla
Killzone 3 features complex occluded environments. To cull non-visible geometry early in the frame, the game uses PlayStation 3 SPUs to rasterize a conservative depth buffer and perform fast synchronous occlusion queries against it. This talk presents an overview of the approach and key lessons learned during its development.
Secrets of CryENGINE 3 Graphics TechnologyTiago Sousa
In this talk, the authors will describe an overview of a different method for deferred lighting approach used in CryENGINE 3, along with an in-depth description of the many techniques used. Original file and videos at http://crytek.com/cryengine/presentations
Taking Killzone Shadow Fall Image Quality Into The Next GenerationGuerrilla
This talk focuses on the technical side of Killzone Shadow Fall, the platform exclusive launch title for PlayStation 4.
We present the details of several new techniques that were developed in the quest for next generation image quality, and the talk uses key locations from the game as examples. We discuss interesting aspects of the new content pipeline, next-gen lighting engine, usage of indirect lighting and various shadow rendering optimizations. We also describe the details of volumetric lighting, the real-time reflections system, and the new anti-aliasing solution, and include some details about the image-quality driven streaming system. A common, very important, theme of the talk is the temporal coherency and how it was utilized to reduce aliasing, and improve the rendering quality and image stability above the baseline 1080p resolution seen in other games.
Bindless Deferred Decals in The Surge 2Philip Hammer
These are the slides for my talk at Digital Dragons 2019 in Krakow.
Update: The recordings are online on youtube now:
https://www.youtube.com/watch?v=e2wPMqWETj8
Optimizing the Graphics Pipeline with Compute, GDC 2016Graham Wihlidal
With further advancement in the current console cycle, new tricks are being learned to squeeze the maximum performance out of the hardware. This talk will present how the compute power of the console and PC GPUs can be used to improve the triangle throughput beyond the limits of the fixed function hardware. The discussed method shows a way to perform efficient "just-in-time" optimization of geometry, and opens the way for per-primitive filtering kernels and procedural geometry processing.
Takeaway:
Attendees will learn how to preprocess geometry on-the-fly per frame to improve rendering performance and efficiency.
Intended Audience:
This presentation is targeting seasoned graphics developers. Experience with DirectX 12 and GCN is recommended, but not required.
Game engines have long been in the forefront of taking advantage of the ever increasing parallel compute power of both CPUs and GPUs. This talk is about how the parallel compute is utilized in practice on multiple platforms today in the Frostbite game engine and how we think the parallel programming models, hardware and software in the industry should look like in the next 5 years to help us make the best games possible
This talk presents the approach Frostbite took to add support for HDR displays. It will summarize Frostbite's previous post processing pipeline and what the issues were. Attendees will learn the decisions made to fix these issues, improve the color grading workflow and support high quality HDR and SDR output. This session will detail the display mapping used to implement the"grade once, output many" approach to targeting any display and why an ad-hoc approach as opposed to filmic tone mapping was chosen. Frostbite retained 3D LUT-based grading flexibility and the accuracy differences of computing these in decorrelated color spaces will be shown. This session will also include the main issues found on early adopter games, differences between HDR standards, optimizations to achieve performance parity with the legacy path and why supporting HDR can also improve the SDR version.
Takeaway
Attendees will learn how and why Frostbite chose to support High Dynamic Range [HDR] displays. They will understand the issues faced and how these were resolved. This talk will be useful for those still to support HDR and provide discussion points for those who already do.
Intended Audience
The intended audience is primarily rendering engineers, technical artists and artists; specifically those who focus on grading and lighting and those interested in HDR displays. Ideally attendees will be familiar with color grading and tonemapping.
2015 차세대 방송기술 세미나에서 발표한 UHD HDR 발표자료
Rapa (한국전파진흥협회)지원을 받아 제작한 UHD 다큐멘터리 "Dance Untold Story"의 Trailer를 HDR로 제작한 경험을 바탕으로 작성한 세미나 문서입니다. 문서제작을 위해 도움을 주신" Canon Korea"의 양효섭 과장님과 "PICF"의 좋은 세미나를 통해 TV Logic의 신수근 이사님의 명강의도 많은 도움이 되었습니다.
UHD HDR을 공부하시는 분들에게 도움이 되었으면 좋겠으며
저의 강의 자료도 틀린점이 있을 수 있습니다. 보시고 문제되는 점이 있으시면 말씀해 주시면 더욱 감사하겠습니다.
다큐멘터리는 네이버 TV Cast와 Remedia 홈페이지를 통해 감상하실 수 있습니다.
http://tvcast.naver.com/remedia
http://www.remedialab.com
HDR 트레일러는 홈페이지에서 보시는 영상은 모두 SDR 입니다.
HDR 영상은 UHD HDR Hevc 파일이 지원되는 TV에서만 볼 수 있습니다.
Secrets of CryENGINE 3 Graphics TechnologyTiago Sousa
In this talk, the authors will describe an overview of a different method for deferred lighting approach used in CryENGINE 3, along with an in-depth description of the many techniques used. Original file and videos at http://crytek.com/cryengine/presentations
Taking Killzone Shadow Fall Image Quality Into The Next GenerationGuerrilla
This talk focuses on the technical side of Killzone Shadow Fall, the platform exclusive launch title for PlayStation 4.
We present the details of several new techniques that were developed in the quest for next generation image quality, and the talk uses key locations from the game as examples. We discuss interesting aspects of the new content pipeline, next-gen lighting engine, usage of indirect lighting and various shadow rendering optimizations. We also describe the details of volumetric lighting, the real-time reflections system, and the new anti-aliasing solution, and include some details about the image-quality driven streaming system. A common, very important, theme of the talk is the temporal coherency and how it was utilized to reduce aliasing, and improve the rendering quality and image stability above the baseline 1080p resolution seen in other games.
Bindless Deferred Decals in The Surge 2Philip Hammer
These are the slides for my talk at Digital Dragons 2019 in Krakow.
Update: The recordings are online on youtube now:
https://www.youtube.com/watch?v=e2wPMqWETj8
Optimizing the Graphics Pipeline with Compute, GDC 2016Graham Wihlidal
With further advancement in the current console cycle, new tricks are being learned to squeeze the maximum performance out of the hardware. This talk will present how the compute power of the console and PC GPUs can be used to improve the triangle throughput beyond the limits of the fixed function hardware. The discussed method shows a way to perform efficient "just-in-time" optimization of geometry, and opens the way for per-primitive filtering kernels and procedural geometry processing.
Takeaway:
Attendees will learn how to preprocess geometry on-the-fly per frame to improve rendering performance and efficiency.
Intended Audience:
This presentation is targeting seasoned graphics developers. Experience with DirectX 12 and GCN is recommended, but not required.
Game engines have long been in the forefront of taking advantage of the ever increasing parallel compute power of both CPUs and GPUs. This talk is about how the parallel compute is utilized in practice on multiple platforms today in the Frostbite game engine and how we think the parallel programming models, hardware and software in the industry should look like in the next 5 years to help us make the best games possible
This talk presents the approach Frostbite took to add support for HDR displays. It will summarize Frostbite's previous post processing pipeline and what the issues were. Attendees will learn the decisions made to fix these issues, improve the color grading workflow and support high quality HDR and SDR output. This session will detail the display mapping used to implement the"grade once, output many" approach to targeting any display and why an ad-hoc approach as opposed to filmic tone mapping was chosen. Frostbite retained 3D LUT-based grading flexibility and the accuracy differences of computing these in decorrelated color spaces will be shown. This session will also include the main issues found on early adopter games, differences between HDR standards, optimizations to achieve performance parity with the legacy path and why supporting HDR can also improve the SDR version.
Takeaway
Attendees will learn how and why Frostbite chose to support High Dynamic Range [HDR] displays. They will understand the issues faced and how these were resolved. This talk will be useful for those still to support HDR and provide discussion points for those who already do.
Intended Audience
The intended audience is primarily rendering engineers, technical artists and artists; specifically those who focus on grading and lighting and those interested in HDR displays. Ideally attendees will be familiar with color grading and tonemapping.
2015 차세대 방송기술 세미나에서 발표한 UHD HDR 발표자료
Rapa (한국전파진흥협회)지원을 받아 제작한 UHD 다큐멘터리 "Dance Untold Story"의 Trailer를 HDR로 제작한 경험을 바탕으로 작성한 세미나 문서입니다. 문서제작을 위해 도움을 주신" Canon Korea"의 양효섭 과장님과 "PICF"의 좋은 세미나를 통해 TV Logic의 신수근 이사님의 명강의도 많은 도움이 되었습니다.
UHD HDR을 공부하시는 분들에게 도움이 되었으면 좋겠으며
저의 강의 자료도 틀린점이 있을 수 있습니다. 보시고 문제되는 점이 있으시면 말씀해 주시면 더욱 감사하겠습니다.
다큐멘터리는 네이버 TV Cast와 Remedia 홈페이지를 통해 감상하실 수 있습니다.
http://tvcast.naver.com/remedia
http://www.remedialab.com
HDR 트레일러는 홈페이지에서 보시는 영상은 모두 SDR 입니다.
HDR 영상은 UHD HDR Hevc 파일이 지원되는 TV에서만 볼 수 있습니다.
Devtree에서 진행했던 Lightmapping workshop 1일차 자료.
Full version은 다음 링크에서 받으실수 있습니다 : http://illu.tistory.com/1178
비엘북스에서 출간된 유니티, 언리얼 그리고 VR편을 보시면 좀 더 이해가 쉽습니다. 본 슬라이드 셰어 내용은 기본적인 내용만 설명되어있습니다.
3. sRGB
• HP, MS에서 지정한 표준 컬러 스페이스, 1996
• 감마는 2.2
– 윈도우 sRGB(2.2) 맥 color sync(1.8)
– HDTV, 모니터, 프린터, 인터넷용
• 블랙으로는 1, 화이트로는 2.4로 비균일
CIEXYZ 다이어 그램에서 삼각형은 sRGB의 표현영역
CIEXYZ 모두를 표현할 수 있는 디바이스는 없음
Gamma, Color Space의 이해 이장호 - kasa
4. 시각의 특성
• 인간의 시각은 베버의 법칙에 따라 밝기에 대해 비
선형적으로 반응
• 베버의 법칙
– 감각기에서 자극의 변화를 느끼기 위해서는 처음 자극
에 대해 일정 비율 이상으로 자극을 받아야 된다는 법
칙
• 예를 들면
– 처음에 약한 자극을 받으면 자극의 변화가 적어도 그
변화를 인지할 수 있다. 하지만 처음에 강한 자극을 받
으면 자극의 변화가 커야지 그 변화를 인지할 수 있음
• 즉, 자극 사이의 절대적인 차이가 아닌, 자극 사이
의 비율이 중요 ( 인간 시각의 비선형성 때문 )
5. 선형 부호화
• 밝기를 선형적으로 나눈것
• 0이 검정, 255가 흰색
• 어두분 부분은 25, 26 차이는 사람이 매우 크게 느낌
– ( (26/255 - 25/255)/ (25/255) *100 )
– 밝기 차이 비율 : 4%
• 밝은부분은 200, 201의 차이는 거의 못 느낌
– ( (201/255 - 200/255)/ (200/255) *100 )
– 밝기 차이 비율 : 0.5%
• 빛의 밝기를 선형적으로 나누어 부호화하면 어두운
부분은 사람이 보기에 밝기 변화가 매우 큰 현상이
나타남
– Posterization , contouring(윤곽?), banding(변색?)
Posterization : 분해된 사진의 원판을 써서 연속적인 톤[색조]의 사진 등에서 불연속적인 톤[색조]의 복제를 만드는 기법
네이버 백과사전 (포스터라이제이션)
6. 선형으로 부호화를 하게 되면,
밝은 부분에서는 시각이 지각할 수
없는 쓸모 없는 데이터가 많아지고,
어두운 부분에서는 데이터가 부족해서
화질이 떨어지게 됩니다
7. • 채널 당 8 bit와 같이 한정된 정보양 안에 비선형적으로 부호화
서 선형적으로 빛의 밝기를 기록하 다음 그래프의 파란색 부분을 보
면, 사람의 눈이 민감하게 반응하는 '어 면 입력값(tristimulus value)
두운 부분'의 경우 밝기가 변할 때 부드 0~0.018은 이 함수를 거치면
럽게 느껴지지 않고 단절되어 보이는 현 0~0.081 사이의 값이 됩니다.
상(posterization, contouring, banding) 즉, 어두운 부분의 경우 세밀하게
이 발생합니다. 따라서, 주어진 정보양 나누어 기록합니다. 이에 반해 입
의 한계 안에서 최적의 화질을 보여주기
력값 0.92~1는 이 함수를 거치면
위해선 비선형적으로 부호화하여 '어두
운 부분'의 차이를 세밀하게 기록할 필요 0.96~1 사이의 값이 됩니다.
가 있다. Rec. 709 transfer function과 같 즉, 밝은 부분은 큰 차이가 나야
은 비선형 함수를 사용합니다. 만 서로 다른 값으로 기록되게 됩
니다
8. • 비선형적으로 기록한 데이터를 사람에게 보여주
기 위해서는 보여주는 기기(보통 컴퓨터)에서 다
음 그림의 녹색 함수와 유사한 함수를 사용하여
원래의 밝기대로 보여주어야 합니다.
9. Gamma
• Gamma encoding, Decoding을 의미
– Gamma = 감마 부호화 = 감마보정
(Gamma encoding) (Gamma correction)
• 감마보정의 잘못된 속설
– 모니터의 출력 특성 때문
– LCD 모니터들은 CRT가 아니기 때문에 감마 특성
과 별 관련이 없음
• 감마 보정의 이유
– 주어진 대역폭 내에서 최대한의 화질을 보여주기
위해서
13. Gamma / linear space example
Source image (16 b/ch) Gamma (contrasted) Linear (contrasted)
Kaplanyan-CryEngine3(SIGGRAPH 2010 Advanced RealTime Rendering Course)