In the session from Game Developers Conference 2011, we'll take a complete look at the terrain system in Frostbite 2 as it was applied in Battlefield 3. The session is partitioned into three parts. We begin with the scalability aspects and discuss how consistent use of hierarchies allowed us to combine high resolutions with high view distances. We then turn towards workflow aspects and describe how we achieved full in-game realtime editing. A fair amount of time is spent describing how issues were addressed.
Finally, we look at the runtime side. We describe usage of CPU, GPU and memory resources and how it was kept to a minimum. We discuss how the GPU is offloaded by caching intermediate results in a procedural virtual texture and how prioritization was done to allow for work throttling without sacrificing quality. We also go into depth about the flexible streaming system that work with both FPS and driving games.
Talk by Yuriy O’Donnell at GDC 2017.
This talk describes how Frostbite handles rendering architecture challenges that come with having to support a wide variety of games on a single engine. Yuriy describes their new rendering abstraction design, which is based on a graph of all render passes and resources. This approach allows implementation of rendering features in a decoupled and modular way, while still maintaining efficiency.
A graph of all rendering operations for the entire frame is a useful abstraction. The industry can move away from “immediate mode” DX11 style APIs to a higher level system that allows simpler code and efficient GPU utilization. Attendees will learn how it worked out for Frostbite.
Siggraph2016 - The Devil is in the Details: idTech 666Tiago Sousa
A behind-the-scenes look into the latest renderer technology powering the critically acclaimed DOOM. The lecture will cover how technology was designed for balancing a good visual quality and performance ratio. Numerous topics will be covered, among them details about the lighting solution, techniques for decoupling costs frequency and GCN specific approaches.
A technical deep dive into the DX11 rendering in Battlefield 3, the first title to use the new Frostbite 2 Engine. Topics covered include DX11 optimization techniques, efficient deferred shading, high-quality rendering and resource streaming for creating large and highly-detailed dynamic environments on modern PCs.
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.
Talk by Yuriy O’Donnell at GDC 2017.
This talk describes how Frostbite handles rendering architecture challenges that come with having to support a wide variety of games on a single engine. Yuriy describes their new rendering abstraction design, which is based on a graph of all render passes and resources. This approach allows implementation of rendering features in a decoupled and modular way, while still maintaining efficiency.
A graph of all rendering operations for the entire frame is a useful abstraction. The industry can move away from “immediate mode” DX11 style APIs to a higher level system that allows simpler code and efficient GPU utilization. Attendees will learn how it worked out for Frostbite.
Siggraph2016 - The Devil is in the Details: idTech 666Tiago Sousa
A behind-the-scenes look into the latest renderer technology powering the critically acclaimed DOOM. The lecture will cover how technology was designed for balancing a good visual quality and performance ratio. Numerous topics will be covered, among them details about the lighting solution, techniques for decoupling costs frequency and GCN specific approaches.
A technical deep dive into the DX11 rendering in Battlefield 3, the first title to use the new Frostbite 2 Engine. Topics covered include DX11 optimization techniques, efficient deferred shading, high-quality rendering and resource streaming for creating large and highly-detailed dynamic environments on modern PCs.
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
Talk by Fabien Christin from DICE at GDC 2016.
Designing a big city that players can explore by day and by night while improving on the unique visual from the first Mirror's Edge game isn't an easy task.
In this talk, the tools and technology used to render Mirror's Edge: Catalyst will be discussed. From the physical sky to the reflection tech, the speakers will show how they tamed the new Frostbite 3 PBR engine to deliver realistic images with stylized visuals.
They will talk about the artistic and technical challenges they faced and how they tried to overcome them, from the simple light settings and Enlighten workflow to character shading and color grading.
Takeaway
Attendees will get an insight of technical and artistic techniques used to create a dynamic time of day system with updating radiosity and reflections.
Intended Audience
This session is targeted to game artists, technical artists and graphics programmers who want to know more about Mirror's Edge: Catalyst rendering technology, lighting tools and shading tricks.
Rendering Technologies from Crysis 3 (GDC 2013)Tiago Sousa
This talk covers changes in CryENGINE 3 technology during 2012, with DX11 related topics such as moving to deferred rendering while maintaining backward compatibility on a multiplatform engine, massive vegetation rendering, MSAA support and how to deal with its common visual artifacts, among other topics.
Course presentation at SIGGRAPH 2014 by Charles de Rousiers and Sébastian Lagarde at Electronic Arts about transitioning the Frostbite game engine to physically-based rendering.
Make sure to check out the 118 page course notes on: http://www.frostbite.com/2014/11/moving-frostbite-to-pbr/
During the last few months, we have revisited the concept of image quality in Frostbite. The core of our approach was to be as close as possible to a cinematic look. We used the concept of reference to evaluate the accuracy of produced images. Physically based rendering (PBR) was the natural way to achieve this. This talk covers all the different steps needed to switch a production engine to PBR, including the small details often bypass in the literature.
The state of the art of real-time PBR techniques allowed us to achieve good overall results but not without production issues. We present some techniques for improving convolution time for image based reflection, proper ambient occlusion handling, and coherent lighting units which are mandatory for level editing.
Moreover, we have managed to reduce the quality gap, highlighted by our systematic reference comparison, in particular related to rough material handling, glossy screen space reflection, and area lighting.
The technical part of PBR is crucial for achieving good results, but represents only the top of the iceberg. Frostbite has become the de facto high-end game engine within Electronic Arts and is now used by a large amount of game teams. Moving all these game teams from “old fashion” lighting to PBR has required a lot of education, which have been done in parallel of the technical development. We have provided editing and validation tools to help the transition of art production. In addition, we have built a flexible material parametrisation framework to adapt to the various authoring tools and game teams’ requirements.
The presentation describes Physically Based Lighting Pipeline of Killzone : Shadow Fall - Playstation 4 launch title. The talk covers studio transition to a new asset creation pipeline, based on physical properties. Moreover it describes light rendering systems used in new 3D engine built from grounds up for upcoming Playstation 4 hardware. A novel real time lighting model, simulating physically accurate Area Lights, will be introduced, as well as hybrid - ray-traced / image based reflection system.
We believe that physically based rendering is a viable way to optimize asset creation pipeline efficiency and quality. It also enables the rendering quality to reach a new level that is highly flexible depending on art direction requirements.
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
For Battlefield 3, DICE took on its most difficult challenge so far. To raise the bar for character quality in games we developed our own deformation rig, combined it with the powerful ANT animation system (used in FIFA) and extensive motion capture usage. To create a believable experience we built and managed enormous amount of assets and ways of keeping these organized. The rigging process was one of the most challenging aspects of production, with the smallest change requiring an update for almost every single asset. With a modular rigging system and a flexible animation pipeline the production team could deliver on time and quality.
Unite Berlin 2018 - Book of the Dead Optimizing Performance for High End Cons...Unity Technologies
In this session, the Unity Demo team provides their best tips and tricks for optimizing detailed, complex environment scenes for modern console performance.
Speakers:
Rob Thompson (Unity Technologies)
Rendering Techniques in Rise of the Tomb RaiderEidos-Montréal
This cohesive overview of the advanced rendering techniques developed for Rise of the Tomb Raider presents a collection of diverse features, the challenges they presented, where current approaches succeed and fail, and solutions and implementation details.
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.
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
Talk by Fabien Christin from DICE at GDC 2016.
Designing a big city that players can explore by day and by night while improving on the unique visual from the first Mirror's Edge game isn't an easy task.
In this talk, the tools and technology used to render Mirror's Edge: Catalyst will be discussed. From the physical sky to the reflection tech, the speakers will show how they tamed the new Frostbite 3 PBR engine to deliver realistic images with stylized visuals.
They will talk about the artistic and technical challenges they faced and how they tried to overcome them, from the simple light settings and Enlighten workflow to character shading and color grading.
Takeaway
Attendees will get an insight of technical and artistic techniques used to create a dynamic time of day system with updating radiosity and reflections.
Intended Audience
This session is targeted to game artists, technical artists and graphics programmers who want to know more about Mirror's Edge: Catalyst rendering technology, lighting tools and shading tricks.
Rendering Technologies from Crysis 3 (GDC 2013)Tiago Sousa
This talk covers changes in CryENGINE 3 technology during 2012, with DX11 related topics such as moving to deferred rendering while maintaining backward compatibility on a multiplatform engine, massive vegetation rendering, MSAA support and how to deal with its common visual artifacts, among other topics.
Course presentation at SIGGRAPH 2014 by Charles de Rousiers and Sébastian Lagarde at Electronic Arts about transitioning the Frostbite game engine to physically-based rendering.
Make sure to check out the 118 page course notes on: http://www.frostbite.com/2014/11/moving-frostbite-to-pbr/
During the last few months, we have revisited the concept of image quality in Frostbite. The core of our approach was to be as close as possible to a cinematic look. We used the concept of reference to evaluate the accuracy of produced images. Physically based rendering (PBR) was the natural way to achieve this. This talk covers all the different steps needed to switch a production engine to PBR, including the small details often bypass in the literature.
The state of the art of real-time PBR techniques allowed us to achieve good overall results but not without production issues. We present some techniques for improving convolution time for image based reflection, proper ambient occlusion handling, and coherent lighting units which are mandatory for level editing.
Moreover, we have managed to reduce the quality gap, highlighted by our systematic reference comparison, in particular related to rough material handling, glossy screen space reflection, and area lighting.
The technical part of PBR is crucial for achieving good results, but represents only the top of the iceberg. Frostbite has become the de facto high-end game engine within Electronic Arts and is now used by a large amount of game teams. Moving all these game teams from “old fashion” lighting to PBR has required a lot of education, which have been done in parallel of the technical development. We have provided editing and validation tools to help the transition of art production. In addition, we have built a flexible material parametrisation framework to adapt to the various authoring tools and game teams’ requirements.
The presentation describes Physically Based Lighting Pipeline of Killzone : Shadow Fall - Playstation 4 launch title. The talk covers studio transition to a new asset creation pipeline, based on physical properties. Moreover it describes light rendering systems used in new 3D engine built from grounds up for upcoming Playstation 4 hardware. A novel real time lighting model, simulating physically accurate Area Lights, will be introduced, as well as hybrid - ray-traced / image based reflection system.
We believe that physically based rendering is a viable way to optimize asset creation pipeline efficiency and quality. It also enables the rendering quality to reach a new level that is highly flexible depending on art direction requirements.
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
For Battlefield 3, DICE took on its most difficult challenge so far. To raise the bar for character quality in games we developed our own deformation rig, combined it with the powerful ANT animation system (used in FIFA) and extensive motion capture usage. To create a believable experience we built and managed enormous amount of assets and ways of keeping these organized. The rigging process was one of the most challenging aspects of production, with the smallest change requiring an update for almost every single asset. With a modular rigging system and a flexible animation pipeline the production team could deliver on time and quality.
Unite Berlin 2018 - Book of the Dead Optimizing Performance for High End Cons...Unity Technologies
In this session, the Unity Demo team provides their best tips and tricks for optimizing detailed, complex environment scenes for modern console performance.
Speakers:
Rob Thompson (Unity Technologies)
Rendering Techniques in Rise of the Tomb RaiderEidos-Montréal
This cohesive overview of the advanced rendering techniques developed for Rise of the Tomb Raider presents a collection of diverse features, the challenges they presented, where current approaches succeed and fail, and solutions and implementation details.
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.
Decima Engine: Visibility in Horizon Zero DawnGuerrilla
Download the full presentation here: http://www.guerrilla-games.com/read/decima-engine-visibility-in-horizon-zero-dawn
Abstract: Horizon Zero Dawn presented the Decima engine with new challenges in rendering large and dense environments. In particular, we needed to be able to quickly query a very large set of potential objects to find which should be visible. This talk looks at the problems we faced moving from more constrained Killzone levels to Horizon's open world, and our approach to fast visibility queries using the PS4's asynchronous compute hardware. It also covers our recent work on efficiently collecting batches of object instances during the query to reduce load on the entire rendering pipeline. A basic familiarity with GPU compute will be helpful to get the most out of this talk.
Shadow Warrior 2 and the evolution of the Roadhog Engine, GIC15Jarosław Pleskot
Slides from the Game Industry Conference 2015.
* Second movie link is the same as first after conversion, here is the correct one https://youtu.be/SkEJ7ox2c8w
DSD-INT 2018 Realtime classification of lidar pointclouds - PronkDeltares
Presentation by Maarten Pronk (Deltares) at the Data Science Symposium 2018, during Delft Software Days - Edition 2018. Thursday 15 November 2018, Delft.
Le projet “Canadian Spatial Data Foundry”: Introduction à PostGIS WKT RasterACSG Section Montréal
Le projet “Canadian Spatial Data Foundry”: Introduction à PostGIS WKT Raster et aux “raster objects”. Le projet Canadian Spatial Data Foundry (CSDF) vise à fournir un service web permettant de téléverser un fichier GIS sur le site et de l'intersecter avec les couches d'information écologiques les plus communément utilisées au Canada (données d'élévation, données climatique, couvert forestier, etc...) à l'aide d'un engin base de données PostgreSQL/PostGIS. Ce service devrait aider les chercheurs en écologie, en environnement et en foresterie à modéliser l'environnement avoisinant leurs données plus facilement en leur évitant d’avoir à assembler de gros jeux de données dans un GIS. Certaines de ces couches de base sont toutefois en format matricielle et afin de les traiter d'une manière transparente nous avons donc dû ajouter le support pour le raster à PostGIS. Ce projet, appelé PostGIS WKT Raster, permet non seulement de stocker des raster dans la populaire base de donnes mais aussi d'effectuer des opérations d'overlay (intersect) entre des couches matricielles et des couches vectorielles de manière transparente. PostGIS WKT Raster introduit un nouveau type d'objet GIS appelé « Raster Object » ayant toutes les avantages des formats vectorielle plus expressifs et plus proche du modèle orienté objet, mais en demeurant un format raster. Il permet de modéliser plus facilement des objets traditionnellement difficile à modéliser en format raster ou vectoriel, tels que des feux, des objets aux contours flous ou des objets généralement modélisés en raster seulement parce que les algorithmes permettant de les créer fonctionnent seulement en mode matriciel (bassins versant). Ces derniers objets bénéficient maintenant de toute la richesse expressive du format vectoriel tout en demeurant des rasters.
Cloud infrastructure. Google File System and MapReduce - Andrii VozniukAndrii Vozniuk
My presentation for the Cloud Data Management course at EPFL by Anastasia Ailamaki and Christoph Koch.
It is mainly based on the following two papers:
1) S. Ghemawat, H. Gobioff, S. Leung. The Google File System. SOSP, 2003
2) J. Dean, S. Ghemawat. MapReduce: Simplified Data Processing on Large Clusters. OSDI, 2004
GDC2019 - SEED - Towards Deep Generative Models in Game DevelopmentElectronic Arts / DICE
Deep learning is becoming ubiquitous in Machine Learning (ML) research, and it's also finding its place in industry-related applications. Specifically, deep generative models have proven incredibly useful at generating and remixing realistic content from scratch, making themselves a very appealing technology in the field of AI-enhanced content authoring. As part of this year's Machine Learning Tutorial at the Game Developers Conference 2019 (GDC), Jorge Del Val from SEED will cover in an accessible manner the fundamentals of deep generative modeling, including some common algorithms and architectures. He will also discuss applications to game development and explore some recent advances in the field.
The attendee will gain basic understanding of the fundamentals of generative models and how to implement them. Also, attendees will grasp potential applications in the field of game development to inspire their work and companies. This talk does not require a mathematical or machine learning background, although previous knowledge on either of those is beneficial.
Henrik Halén (Lead Rendering Programmer) at Electronic Arts presented "Style and Gameplay in the Mirror's Edge" at SIGGRAPH 2010's Stylized Rendering in Games. https://www.cs.williams.edu/~morgan/SRG10/
Syysgraph 2018 - Modern Graphics Abstractions & Real-Time Ray TracingElectronic Arts / DICE
Graham Wihlidal and Colin Barré-Brisebois of SEED attended SyysGraph 2018 in Helsinki and presented to the group. The first section described aspects of Halcyon's rendering architecture, including information on explicit heterogeneous and virtual multi-GPU, render graph, and the remote render proxy backend. The second section discussed real-time ray tracing approaches and current open problems. The following day, this presentation was also given as a lecture at Aalto University.
Graham Wihlidal from SEED attended the Munich Khronos Meetup and presented some aspects of Halcyon's rendering architecture, as well as details of the Vulkan implementation. Graham presented components like high-level render command translation, render graph, and shader compilation.
CEDEC 2018 - Towards Effortless Photorealism Through Real-Time RaytracingElectronic Arts / DICE
Real-time raytracing holds the promise of simplifying rendering pipelines, eliminating artist-intensive workflows, and ultimately delivering photorealistic images. This talk by Tomasz Stachowiak provides a glimpse of the future through the lens of SEED's PICA PICA demo: a game made for artificial intelligence agents, with procedural level assembly, and no precomputation. We dive into technical details of several advanced rendering algorithms, and discuss how Microsoft's DirectX Raytracing technology allows for their intuitive implementation. Several challenges remain -- we will take a look at some of them, discuss how real-time raytracing fits in the spectrum of solutions, and start to plot the course towards robust and artist-friendly image synthesis.
CEDEC 2018 - Functional Symbiosis of Art Direction and ProceduralismElectronic Arts / DICE
This talk by SEED's Anastasia Opara covers the approach for procedural layout generation and placement in Project PICA PICA. The project posed a unique challenge as the levels were not created for humans, but for self-learning AI agents. Therefore, the level system had be flexible to meet the agents’ needs and ensure navigability, gameplay elements as well as adhere to the art direction.
We used Houdini from the very early stages to the final release: from co-creating art-direction to exporting final levels into our in-house RnD engine Halcyon. From this talk, you will learn how in a team of only 3 artists we created a functional symbiosis of art direction and procedural system in under 2 months as well as what challenges and solutions we had during our ‘procedural journey’.
At SIGGRAPH 2018, Colin Barré-Brisebois presented PICA PICA running on NVIDIA's new Turing architecture, with performance comparisons with Volta. Developed by Henrik Halén of SEED a technique for real-time raytraced transparent shadows was also presented, as well as an experiment with rough glass.
SIGGRAPH 2018 - Full Rays Ahead! From Raster to Real-Time RaytracingElectronic Arts / DICE
In this presentation part of the "Introduction to DirectX Raytracing" course, Colin Barré-Brisebois of SEED discusses some of the challenges the team had to go through when going from raster to real-time raytracing for Project PICA PICA.
For this year's keynote at High Performance Graphics 2018, Colin Barré-Brisebois from SEED discussed the state of the art in real-time game ray tracing. He explored some of the connections between offline and real-time game ray tracing, and presented some of the open problems. Colin exposed a few potential solutions to those problems, and also proposed a call-to-arms on topics where the ray tracing research community and the games industry should unite in order to solve such open problems.
EPC 2018 - SEED - Exploring The Collaboration Between Proceduralism & Deep Le...Electronic Arts / DICE
Proceduralism is a powerful language of rules, dependencies and patterns that can generate content indistinguishable from a manually produced one. Yet there are new opportunities that hold a great potential to enhance the existing techniques. In this talk, SEED's Anastasia Opara shares some of the early tests of marrying Proceduralism and Deep Learning and discusses how it can contribute to the current workflows.
You can view a recording of the presentation from 2018's Everything Procedural Conference here:
https://www.youtube.com/watch?v=dpYwLny0P8M
This talk provides additional details around the hybrid real-time rendering pipeline we developed at SEED for Project PICA PICA.
At Digital Dragons 2018, we presented how leveraging Microsoft's DirectX Raytracing enables intuitive implementations of advanced lighting effects, including soft shadows, reflections, refractions, and global illumination. We also dove into the unique challenges posed by each of those domains, discussed the tradeoffs, and evaluated where raytracing fits in the spectrum of solutions.
Human mechanisms of representing the surrounding world in a form of ‘language’ is an outstanding ability that enables us to store the information as internal compact abstractions. Proceduralism is also a form of language, where we view the world through rules, dependencies and patterns. And though rules are often perceived as something rigid, their engineering is a fluid and creative task, where analyzing our own thought framework often fuels the design process.
In this talk, we present results from the real-time raytracing research done at SEED, a cross-disciplinary team working on cutting-edge, future graphics technologies and creative experiences at Electronic Arts. We explain in detail several techniques from “PICA PICA”, a real-time raytracing experiment featuring a mini-game for self-learning AI agents in a procedurally-assembled world. The approaches presented here are intended to inspire developers and provide a glimpse of a future where real-time raytracing powers the creative experiences of tomorrow.
The past few years have seen a sharp increase in the complexity of rendering algorithms used in modern game engines. Large portions of the rendering work are increasingly written in GPU computing languages, and decoupled from the conventional “one-to-one” pipeline stages for which shading languages were designed. Following Tim Foley’s talk from SIGGRAPH 2016’s Open Problems course on shading language directions, we explore example rendering algorithms that we want to express in a composable, reusable and performance-portable manner. We argue that a few key constraints in GPU computing languages inhibit these goals, some of which are rooted in hardware limitations. We conclude with a call to action detailing specific improvements we would like to see in GPU compute languages, as well as the underlying graphics hardware.
This talk was originally given at SIGGRAPH 2017 by Andrew Lauritzen (EA SEED) for the Open Problems in Real-Time Rendering course.
A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...Electronic Arts / DICE
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.
This presentation was given at SIGGRAPH 2017 by Colin Barré-Brisebois (EA SEED) as part of the Open Problems in Real-Time Rendering course.
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.
Talk by Graham Wihlidal (Frostbite Labs) at GDC 2017.
Checkerboard rendering is a relatively new technique, popularized recently by the introduction of the PlayStation 4 Pro. Many modern game engines are adding support for it right now, and in this talk, Graham will present an in-depth look at the new implementation in Frostbite, which is used in shipping titles like 'Battlefield 1' and 'Mass Effect Andromeda'. Despite being conceptually simple, checkerboard rendering requires a deep integration into the post-processing chain, in particular temporal anti-aliasing, dynamic resolution scaling, and poses various challenges to existing effects. This presentation will cover the basics of checkerboard rendering, explain the impact on a game engine that powers a wide range of titles, and provide a detailed look at how the current implementation in Frostbite works, including topics like object id, alpha unrolling, gradient adjust, and a highly efficient depth resolve.
Presentation by Andrew Hamilton and Ken Brown from DICE at GDC 2016.
Photogrammetry has started to gain steam within the Games Industry in recent years. At DICE, this technique was first used on Battlefield and they fully embraced the technology and workflow for Star Wars: Battlefront. This talk will cover their research and development, planning and production, techniques, key takeaways and plans for the future. The speakers will cover photogrammetry as a technology, but more than that, show that it's not a magic bullet but instead a tool like any other that can be used to help achieve your artistic vision and craft.
Takeaway
Come and learn how (and why) photogrammetry was used to create the world of Star Wars. This talk will cover Battlefront's use of of the technology from pre-production to launch as well as some of their philosophies around photogrammetry as a tool. Many visuals will be included!
Intended Audience
A content creator friendly talk intended for pretty much any developer, especially those involved in 3D content creation. It is not a technical talk focused on the code or engineering of photogrammetry. The speakers will quickly cover all basics, so absolutely no prerequisite knowledge required.
Panchayat Season 3 - Official Trailer.pdfSuleman Rana
The dearest series "Panchayat" is set to make a victorious return with its third season, and the fervor is discernible. The authority trailer, delivered on May 28, guarantees one more enamoring venture through the country heartland of India.
Jitendra Kumar keeps on sparkling as Abhishek Tripathi, the city-reared engineer who ends up functioning as the secretary of the Panchayat office in the curious town of Phulera. His nuanced depiction of a young fellow exploring the difficulties of country life while endeavoring to adjust to his new environmental factors has earned far and wide recognition.
Neena Gupta and Raghubir Yadav return as Manju Devi and Brij Bhushan Dubey, separately. Their dynamic science and immaculate acting rejuvenate the hardships of town administration. Gupta's depiction of the town Pradhan with an ever-evolving outlook, matched with Yadav's carefully prepared exhibition, adds profundity and credibility to the story.
New Difficulties and Experiences
The trailer indicates new difficulties anticipating the characters, as Abhishek keeps on wrestling with his part in the town and his yearnings for a superior future. The series has reliably offset humor with social editorial, and Season 3 looks ready to dig much more profound into the intricacies of rustic organization and self-awareness.
Watchers can hope to see a greater amount of the enchanting and particular residents who have become fan top picks. Their connections and the one of a kind cut of-life situations give a reviving and interesting portrayal of provincial India, featuring the two its appeal and its difficulties.
A Mix of Humor and Heart
One of the signs of "Panchayat" is its capacity to mix humor with sincere narrating. The trailer features minutes that guarantee to convey giggles, as well as scenes that pull at the heartstrings. This equilibrium has been a critical calculate the show's prosperity, resounding with crowds across different socioeconomics.
Creation Greatness
The creation quality remaining parts first rate, with the beautiful setting of Phulera town filling in as a scenery that upgrades the narrating. The meticulousness in portraying provincial life, joined with sharp composition and solid exhibitions, guarantees that "Panchayat" keeps on hanging out in the packed web series scene.
Expectation and Delivery
As the delivery date draws near, expectation for "Panchayat" Season 3 is at a record-breaking high. The authority trailer has previously created critical buzz, with fans enthusiastically anticipating the continuation of Abhishek Tripathi's excursion and the new undertakings that lie ahead in Phulera.
All in all, the authority trailer for "Panchayat" Season 3 recommends that watchers are in for another drawing in and engaging ride. Yet again with its charming characters, convincing story, and ideal mix of humor and show, the new season is set to enamor crowds. Write in your schedules and prepare to get back to the endearing universe of "Panchayat."
Scandal! Teasers June 2024 on etv Forum.co.zaIsaac More
Monday, 3 June 2024
Episode 47
A friend is compelled to expose a manipulative scheme to prevent another from making a grave mistake. In a frantic bid to save Jojo, Phakamile agrees to a meeting that unbeknownst to her, will seal her fate.
Tuesday, 4 June 2024
Episode 48
A mother, with her son's best interests at heart, finds him unready to heed her advice. Motshabi finds herself in an unmanageable situation, sinking fast like in quicksand.
Wednesday, 5 June 2024
Episode 49
A woman fabricates a diabolical lie to cover up an indiscretion. Overwhelmed by guilt, she makes a spontaneous confession that could be devastating to another heart.
Thursday, 6 June 2024
Episode 50
Linda unwittingly discloses damning information. Nhlamulo and Vuvu try to guide their friend towards the right decision.
Friday, 7 June 2024
Episode 51
Jojo's life continues to spiral out of control. Dintle weaves a web of lies to conceal that she is not as successful as everyone believes.
Monday, 10 June 2024
Episode 52
A heated confrontation between lovers leads to a devastating admission of guilt. Dintle's desperation takes a new turn, leaving her with dwindling options.
Tuesday, 11 June 2024
Episode 53
Unable to resort to violence, Taps issues a verbal threat, leaving Mdala unsettled. A sister must explain her life choices to regain her brother's trust.
Wednesday, 12 June 2024
Episode 54
Winnie makes a very troubling discovery. Taps follows through on his threat, leaving a woman reeling. Layla, oblivious to the truth, offers an incentive.
Thursday, 13 June 2024
Episode 55
A nosy relative arrives just in time to thwart a man's fatal decision. Dintle manipulates Khanyi to tug at Mo's heartstrings and get what she wants.
Friday, 14 June 2024
Episode 56
Tlhogi is shocked by Mdala's reaction following the revelation of their indiscretion. Jojo is in disbelief when the punishment for his crime is revealed.
Monday, 17 June 2024
Episode 57
A woman reprimands another to stay in her lane, leading to a damning revelation. A man decides to leave his broken life behind.
Tuesday, 18 June 2024
Episode 58
Nhlamulo learns that due to his actions, his worst fears have come true. Caiphus' extravagant promises to suppliers get him into trouble with Ndu.
Wednesday, 19 June 2024
Episode 59
A woman manages to kill two birds with one stone. Business doom looms over Chillax. A sobering incident makes a woman realize how far she's fallen.
Thursday, 20 June 2024
Episode 60
Taps' offer to help Nhlamulo comes with hidden motives. Caiphus' new ideas for Chillax have MaHilda excited. A blast from the past recognizes Dintle, not for her newfound fame.
Friday, 21 June 2024
Episode 61
Taps is hungry for revenge and finds a rope to hang Mdala with. Chillax's new job opportunity elicits mixed reactions from the public. Roommates' initial meeting starts off on the wrong foot.
Monday, 24 June 2024
Episode 62
Taps seizes new information and recruits someone on the inside. Mary's new job
As a film director, I have always been awestruck by the magic of animation. Animation, a medium once considered solely for the amusement of children, has undergone a significant transformation over the years. Its evolution from a rudimentary form of entertainment to a sophisticated form of storytelling has stirred my creativity and expanded my vision, offering limitless possibilities in the realm of cinematic storytelling.
In the vast landscape of cinema, stories have been told, retold, and reimagined in countless ways. At the heart of this narrative evolution lies the concept of a "remake". A successful remake allows us to revisit cherished tales through a fresh lens, often reflecting a different era's perspective or harnessing the power of advanced technology. Yet, the question remains, what makes a remake successful? Today, we will delve deeper into this subject, identifying the key ingredients that contribute to the success of a remake.
Are the X-Men Marvel or DC An In-Depth Exploration.pdfXtreame HDTV
The world of comic books is vast and filled with iconic characters, gripping storylines, and legendary rivalries. Among the most famous groups of superheroes are the X-Men. Created in the early 1960s, the X-Men have become a cultural phenomenon, featuring in comics, animated series, and blockbuster movies. A common question among newcomers to the comic book world is: Are the X-Men Marvel or DC? This article delves into the history, creators, and significant moments of the X-Men to provide a comprehensive answer.
Tom Selleck Net Worth: A Comprehensive Analysisgreendigital
Over several decades, Tom Selleck, a name synonymous with charisma. From his iconic role as Thomas Magnum in the television series "Magnum, P.I." to his enduring presence in "Blue Bloods," Selleck has captivated audiences with his versatility and charm. As a result, "Tom Selleck net worth" has become a topic of great interest among fans. and financial enthusiasts alike. This article delves deep into Tom Selleck's wealth, exploring his career, assets, endorsements. and business ventures that contribute to his impressive economic standing.
Follow us on: Pinterest
Early Life and Career Beginnings
The Foundation of Tom Selleck's Wealth
Born on January 29, 1945, in Detroit, Michigan, Tom Selleck grew up in Sherman Oaks, California. His journey towards building a large net worth began with humble origins. , Selleck pursued a business administration degree at the University of Southern California (USC) on a basketball scholarship. But, his interest shifted towards acting. leading him to study at the Hills Playhouse under Milton Katselas.
Minor roles in television and films marked Selleck's early career. He appeared in commercials and took on small parts in T.V. series such as "The Dating Game" and "Lancer." These initial steps, although modest. laid the groundwork for his future success and the growth of Tom Selleck net worth. Breakthrough with "Magnum, P.I."
The Role that Defined Tom Selleck's Career
Tom Selleck's breakthrough came with the role of Thomas Magnum in the CBS television series "Magnum, P.I." (1980-1988). This role made him a household name and boosted his net worth. The series' popularity resulted in Selleck earning large salaries. leading to financial stability and increased recognition in Hollywood.
"Magnum P.I." garnered high ratings and critical acclaim during its run. Selleck's portrayal of the charming and resourceful private investigator resonated with audiences. making him one of the most beloved television actors of the 1980s. The success of "Magnum P.I." played a pivotal role in shaping Tom Selleck net worth, establishing him as a major star.
Film Career and Diversification
Expanding Tom Selleck's Financial Portfolio
While "Magnum, P.I." was a cornerstone of Selleck's career, he did not limit himself to television. He ventured into films, further enhancing Tom Selleck net worth. His filmography includes notable movies such as "Three Men and a Baby" (1987). which became the highest-grossing film of the year, and its sequel, "Three Men and a Little Lady" (1990). These box office successes contributed to his wealth.
Selleck's versatility allowed him to transition between genres. from comedies like "Mr. Baseball" (1992) to westerns such as "Quigley Down Under" (1990). This diversification showcased his acting range. and provided many income streams, reinforcing Tom Selleck net worth.
Television Resurgence with "Blue Bloods"
Sustaining Wealth through Consistent Success
In 2010, Tom Selleck began starring as Frank Reagan i
Hollywood Actress - The 250 hottest galleryZsolt Nemeth
Hollywood Actress amazon album eminent worldwide media, female-singer, actresses, alhletina-woman, 250 collection.
Highest and photoreal-print exclusive testament PC collage.
Focused television virtuality crime, novel.
The sheer afterlife of the work is activism-like hollywood-actresses point com.
173 Illustrate, 250 gallery, 154 blog, 120 TV serie logo, 17 TV president logo, 183 active hyperlink.
HD AI face enhancement 384 page plus Bowker ISBN, Congress LLCL or US Copyright.
From the Editor's Desk: 115th Father's day Celebration - When we see Father's day in Hindu context, Nanda Baba is the most vivid figure which comes to the mind. Nanda Baba who was the foster father of Lord Krishna is known to provide love, care and affection to Lord Krishna and Balarama along with his wife Yashoda; Letter’s to the Editor: Mother's Day - Mother is a precious life for their children. Mother is life breath for her children. Mother's lap is the world happiness whose debt can never be paid.
Skeem Saam in June 2024 available on ForumIsaac More
Monday, June 3, 2024 - Episode 241: Sergeant Rathebe nabs a top scammer in Turfloop. Meikie is furious at her uncle's reaction to the truth about Ntswaki.
Tuesday, June 4, 2024 - Episode 242: Babeile uncovers the truth behind Rathebe’s latest actions. Leeto's announcement shocks his employees, and Ntswaki’s ordeal haunts her family.
Wednesday, June 5, 2024 - Episode 243: Rathebe blocks Babeile from investigating further. Melita warns Eunice to stay clear of Mr. Kgomo.
Thursday, June 6, 2024 - Episode 244: Tbose surrenders to the police while an intruder meddles in his affairs. Rathebe's secret mission faces a setback.
Friday, June 7, 2024 - Episode 245: Rathebe’s antics reach Kganyago. Tbose dodges a bullet, but a nightmare looms. Mr. Kgomo accuses Melita of witchcraft.
Monday, June 10, 2024 - Episode 246: Ntswaki struggles on her first day back at school. Babeile is stunned by Rathebe’s romance with Bullet Mabuza.
Tuesday, June 11, 2024 - Episode 247: An unexpected turn halts Rathebe’s investigation. The press discovers Mr. Kgomo’s affair with a young employee.
Wednesday, June 12, 2024 - Episode 248: Rathebe chases a criminal, resorting to gunfire. Turf High is rife with tension and transfer threats.
Thursday, June 13, 2024 - Episode 249: Rathebe traps Kganyago. John warns Toby to stop harassing Ntswaki.
Friday, June 14, 2024 - Episode 250: Babeile is cleared to investigate Rathebe. Melita gains Mr. Kgomo’s trust, and Jacobeth devises a financial solution.
Monday, June 17, 2024 - Episode 251: Rathebe feels the pressure as Babeile closes in. Mr. Kgomo and Eunice clash. Jacobeth risks her safety in pursuit of Kganyago.
Tuesday, June 18, 2024 - Episode 252: Bullet Mabuza retaliates against Jacobeth. Pitsi inadvertently reveals his parents’ plans. Nkosi is shocked by Khwezi’s decision on LJ’s future.
Wednesday, June 19, 2024 - Episode 253: Jacobeth is ensnared in deceit. Evelyn is stressed over Toby’s case, and Letetswe reveals shocking academic results.
Thursday, June 20, 2024 - Episode 254: Elizabeth learns Jacobeth is in Mpumalanga. Kganyago's past is exposed, and Lehasa discovers his son is in KZN.
Friday, June 21, 2024 - Episode 255: Elizabeth confirms Jacobeth’s dubious activities in Mpumalanga. Rathebe lies about her relationship with Bullet, and Jacobeth faces theft accusations.
Monday, June 24, 2024 - Episode 256: Rathebe spies on Kganyago. Lehasa plans to retrieve his son from KZN, fearing what awaits.
Tuesday, June 25, 2024 - Episode 257: MaNtuli fears for Kwaito’s safety in Mpumalanga. Mr. Kgomo and Melita reconcile.
Wednesday, June 26, 2024 - Episode 258: Kganyago makes a bold escape. Elizabeth receives a shocking message from Kwaito. Mrs. Khoza defends her husband against scam accusations.
Thursday, June 27, 2024 - Episode 259: Babeile's skillful arrest changes the game. Tbose and Kwaito face a hostage crisis.
Friday, June 28, 2024 - Episode 260: Two women face the reality of being scammed. Turf is rocked by breaking
From Slave to Scourge: The Existential Choice of Django Unchained. The Philos...Rodney Thomas Jr
#SSAPhilosophy #DjangoUnchained #DjangoFreeman #ExistentialPhilosophy #Freedom #Identity #Justice #Courage #Rebellion #Transformation
Welcome to SSA Philosophy, your ultimate destination for diving deep into the profound philosophies of iconic characters from video games, movies, and TV shows. In this episode, we explore the powerful journey and existential philosophy of Django Freeman from Quentin Tarantino’s masterful film, "Django Unchained," in our video titled, "From Slave to Scourge: The Existential Choice of Django Unchained. The Philosophy of Django Freeman!"
From Slave to Scourge: The Existential Choice of Django Unchained – The Philosophy of Django Freeman!
Join me as we delve into the existential philosophy of Django Freeman, uncovering the profound lessons and timeless wisdom his character offers. Through his story, we find inspiration in the power of choice, the quest for justice, and the courage to defy oppression. Django Freeman’s philosophy is a testament to the human spirit’s unyielding drive for freedom and justice.
Don’t forget to like, comment, and subscribe to SSA Philosophy for more in-depth explorations of the philosophies behind your favorite characters. Hit the notification bell to stay updated on our latest videos. Let’s discover the principles that shape these icons and the profound lessons they offer.
Django Freeman’s story is one of the most compelling narratives of transformation and empowerment in cinema. A former slave turned relentless bounty hunter, Django’s journey is not just a physical liberation but an existential quest for identity, justice, and retribution. This video delves into the core philosophical elements that define Django’s character and the profound choices he makes throughout his journey.
Link to video: https://youtu.be/GszqrXk38qk
Maximizing Your Streaming Experience with XCIPTV- Tips for 2024.pdfXtreame HDTV
In today’s digital age, streaming services have become an integral part of our entertainment lives. Among the myriad of options available, XCIPTV stands out as a premier choice for those seeking seamless, high-quality streaming. This comprehensive guide will delve into the features, benefits, and user experience of XCIPTV, illustrating why it is a top contender in the IPTV industry.
Meet Crazyjamjam - A TikTok Sensation | Blog EternalBlog Eternal
Crazyjamjam, the TikTok star everyone's talking about! Uncover her secrets to success, viral trends, and more in this exclusive feature on Blog Eternal.
Source: https://blogeternal.com/celebrity/crazyjamjam-leaks/
9. • Destruction/dynamic terrain
– Destruction depth map
• Controls crater depth around ie static models
– Physics material map
• Controls surface effects, audio, crater depth and width
10. • Rivers/lakes
– Implemented as free-floating decals
– Water depth in pixel shader
11. Terrain raster resources
• Multiple raster resources used
– Heightfield
– Shader splatting masks
– Colormap, used as an overlay on top of shader splatting
– Physics materials
– Destruction depth mask
– Albedo map for bounce light
– Additional mask channels
12. Overview
• Scalability – hierarchies, payloads and limitations
• Workflows – realtime in-game editing
• CPU and GPU performance
• Procedural virtual texturing – powerful GPU optimization
• Data streaming – minimizing memory footprint
• Robustness – global prioritization
• Procedural mesh generation
• Conclusions
13. Scalability
• Our definition of scalability
– Arbitrary view distance (0.06m to 30 000m)
– Arbitrary level of detail (0.0001m and lower)
– Arbitrary velocity (supercars and jets)
• Main observation
– It is all about hierarchies!
– Consistent use of hierarchies gives scalability ”for free”
• Hierarchies not new to terrain rendering
– Frostbite approach similar to flight simulators
• Quadtree hierarchies used for all spatial
representations
• Assuming knowledge of quadtrees, we jump right into
Frostbite specifics!
14. Quadtree node payload
• The node payload is a central concept
• A quadtree node can be attributed with a ”data blob”; the payload
• Payload is Nodes (white circle)
– a tile of raster data Payload (red dot)
– a cell of terrain decoration
• A list of instances (rock, grass, trees)
– a piece of decal mesh
• All nodes have payload...
– ... but only a few have it loaded
15. Nodes with and without payload
• Payloads are constantly in motion
– They are loaded (streamed), generated or freed evey frame
– Only a fraction of the nodes have payload resident
• Payload movement is governed by prioritization mechanisms...
– ... but more of that later
16. LOD payload
• Non-leaf nodes have payload too
• These payloads are used as LODs
• Detail level depends on payload depth
– Nodes closer to root represent lower detail
Payload (red dot)
LOD payload (orange dot)
Increasing LOD
17. View-dependent payload usage
Set of payloads (green dots) used Observer moves and another set is
for a certain observer position used
– Note area to the left is distant – Area to the left now use higher
and use lower LOD LOD
Observer
Observer
18. Motivation for LOD payloads
• With LOD • Without LOD
– cost (payload count) is mostly – cost depend on terrain size
independent of terrain size – Not scalable!
– Scalable!
19. Generation of raster LOD payload
• Source data and workflows on leaf level
• LODs generated automatically by pipeline
• Requirements
– Tile overlap (borders) for rendering algorithms
– Continuity
• Recursive (reverse) depth first algorithm
– Green LOD tile is generated
– Four children (red) and up to 12 neighbor tiles
(blue) are used
20. Terrain decoration payloads
• Terrain decoration payload
– Is a list of instance transforms (for grass, trees, rocks)
– Is generated at runtime according to
• scattering rules
• shader splatted masks (position/density)
– Note that we allow shaders to modify masks!
• heightfield (ground-clamping and orientation)
21. Terrain decoration LOD payloads
• Quite unique (and slightly confusing) concept
• LOD payloads used for scalability
– Near-root payloads provide high view distance
– Near-leaf payloads provide high density
• Payloads can overlap
– Providing high view distance and density
22. • <screenshot from Frosted w/ game view>
High distance low density trees
Payload at level N
Medium distance medium density trees
Payload at level N+1
Adds to payload at level N for increased density
Lower distance bushes
Payload at level N+2
More leaves added (level N+4)
Trees Bushes Leaves and branches
Level N+3
23. Overview
• Scalability – hierarchies, payloads and limitations
• Workflows – realtime in-game editing
• CPU and GPU performance
• Procedural virtual texturing – powerful GPU optimization
• Data streaming – minimizing memory footprint
• Robustness – global prioritization
• Procedural mesh generation
• Conclusions
24. Real time editing in FrostEd
• FrostEd is Frostbite editor
• Game View is game rendering inside editor
• Terrain editing with realtime feedback in game view
– Heightfield sculpting
– Mask and color painting
– Decal editing
– Terrain decoration
25. External tools
• When tools are not enough terrain can be exported and imported
– Select all or part of terrain
– Metadata + raw file
– Edit raw file and reimport
• Metadata will import to right area
– Puts WorldMachine, GeoControl in the loop
• A common workflow
26. Workflow issues
• Conflict between data compression and realtime editing
• Realtime editing bypass pipeline
• Clever update scheme for procedural content needed
– We already had one (destruction)
• Frostbite terrains too large for some popular tools
– GeoControl and WorldMachine do not like 8k+ rasters
27. Overview
• Scalability – hierarchies, payloads and limitations
• Workflows – realtime in-game editing
• CPU and GPU performance
• Procedural virtual texturing – powerful GPU optimization
• Data streaming – minimizing memory footprint
• Robustness – global prioritization
• Procedural mesh generation
• Conclusions
28. Efficient on CPU
• All work done in jobs, most on SPU and many wide
– Early unoptimized versions consumed 10ms+ PPU time
• BF3 final measurements (PS3)
– 1-2ms SPU (peaks at ~8ms when lots of terrain decoration is
happening)
– <1ms PPU
30. Overview
• Scalability – hierarchies, payloads and limitations
• Workflows – realtime in-game editing
• CPU and GPU performance
• Procedural virtual texturing – powerful GPU optimization
• Data streaming – minimizing memory footprint
• Robustness – global prioritization
• Procedural mesh generation
• Conclusions
31. GPU optimization: Procedural virtual texturing
• Motivations
– With shader splatting, artists can create beautiful terrains…
• … rendering very slowly (10-20ms)
– Shader splatting not scalable in view distance
• Cannot afford multi-pass
• By splatting into a texture
– we leverage frame-to-frame coherency (performance)
– can render in multiple passes (scalability)
• Rendering full screen using the texture cost 2.5-3ms (PS3)
32. Virtual texture key values
• 32 samples per meter
• 256x256 tiles with integrated two pixel border
• Atlas storage with default size 4k x 2k
• Two DXT5 textures
R G B A R G B A
Diffuse R Diffuse G Diffuse B Normal X Smoothness/ Normal Y Specular Normal Z
Destruction
• Very large, can easily reach 1M x 1M (= 1Tpixel)!
– Typical virtual textures are 64k x 64k
33. Indirection texture format
• RGBA8 R G B A
Index X Index Y Scale CLOD fade
• Indices into virtual texture
tile atlas
• Scale factor for low-res areas...
– ... where a tile covers more than one indirection sample
• CLOD fade factor
– Used to smoothly fade in a newly composited tile (fade-to tile)
– Previous LOD (fade-from tile) is already in atlas and fetched using
indirection mips
– CLOD factor updated each frame
34. The ”Teratexture”
• How do we reach 1M x 1M?
– Indirection texture can easily go 4k x 4k
• Way too large!
• Clipmap indirection texture
– Clipmap – early virtual texture
implementation
– Replace 4k indirection texture with 6
64x64 clipmap layers
35. Clipmap indirection
• Clipmap level is resolved on CPU for each draw call
– Avoids additional pixel shader logic
– Requires each 64x64 map to have its own mip chain
• Texture space has to be roughly organized with world space
– Not an issue for terrain
– More generic use cases are probably better off with multiple classic
virtual textures
36. Tile compositing
• Tiles are composited on GPU and compressed on GPU or SPU
• Benefits (compared to streaming from disc)
– Small disc footprint – data magnification
• Source raster data magnified ~1000x
– Low latency
• Tile is ready to use next frame
– Dynamic updates
• Destruction
• Realtime editing
– Efficient workflow
• Artists don’t have to paint hundreds of square kilometers down to every last
pebble
37. Virtual texture issues
• Blurriness (consoles have too small tile pool)
• Runtime texture compression quality
• GPU tile compositing cost offset some of the gain
– ~0.25ms/frame on Xenon
• Limited hardware filtering support
– Expensive software and/or lower-quality filtering
• Compositing latency
• Tile compositing render target memory usage
38. Virtual texture issues
• Virtual texture has practical limit at around 32
samples per meter
– Detail shader splatting fills in to required
sharpness (500-1000 samples per meter)
• We now have two shader splatting methods
– Diffuse/Normal/Specular/Smoothness splats
into virtual texture
– Direct* splats details into Gbuffer
• Performance concerns
– Have to limit detail view distance
– Typically 50m-100m
39. Virtual texture issues
• Indirection update performance
– Updating indirection maps is expensive Observer
• 4-6 64x64 maps with mips
Clipmap
– Do in job (SPU)
– Update only dirty areas
• New tile
• CLOD fade factor
• Recentering when clipmap region moves
– Wraparound
• Only edges affected on
Updated
recentering (bottom image) clipmap
area
40. Overview
• Scalability – hierarchies, payloads and limitations
• Workflows – realtime in-game editing
• CPU and GPU performance
• Procedural virtual texturing – powerful GPU optimization
• Data streaming – minimizing memory footprint
• Robustness – global prioritization
• Procedural mesh generation
• Conclusions
41. Data streaming
• Frostbite 1 did not stream terrain
• Streaming required for larger Battlefield 3 and NFS: The Run
levels
43. Streaming modes
• Tile-by-tile (aka free) streaming
– For slower gameplay
• Tile bundle (aka push-based) streaming
– For faster games
– Tiles associated with a layout are bundled
– Based on terrain resolution layouts
• Hybrid streaming (most common)
– Bundles used at selected spawn points and transitions
– Free streaming fill in the rest
44. Spawn point
Layout of all data on level
Data subset loaded at spawn point
A Terrain resolution layout defines the subset
Subsets loaded (and unloaded) as user progresses
through level
45. Resident set size: Powerful blurriness
• Streaming does not remove memory footprint
– A resident set is still needed
• Resident set can be huge
– Theoretical value for BF3 level on PS3: 70+Mb!
• Blurriness feature shrinks resident set significantly
– Increase blurriness by one and save around 70%
– Very important memory saver for BF3
– Shipped with 32Mb terrain resident set
46. Blurriness
• Blurriness is mip bias applied to terrain raster streaming
– Blurriness = 0:
• Streaming continues until raster is sharp
– Blurriness = 1:
• Streaming stops when raster is slightly blurry (texel covers 2x2 pixels)
– Blurriness = 2:
• Streaming stops when raster is significantly blurry (texel covers 4x4 pixels)
47. Blurriness: Implementation by pipeline trick
• For each level of blurriness
– cut tile size in half
– add one leaf level
• No data is lost – it is only shifted downwards
Blurriness 0 Blurriness 1
256x256-sized tiles 128x128-sized tiles
8 resident tiles (500kpixel) 14 nodes added
13 nodes 10 resident tiles (164kpixel, saves 68%)
27 nodes
48. BF3 blurriness use case
• Blur expensive rasters
– Heightfield (2 bytes per sample)
– Mask (1 byte per sample)
• Keep cheap rasters
– Colormap (DXT1, 0.5byte per sample)
• Put detail (for example occlusion) in colormap to hide blurry
heightfield/normal map
49. • Physics
– Wrong streaming setup gives strange artifacts
• Vehicles spawning in air or in ground
• Invisible and disappearing walls and holes
50. Reducing disc seeks
• Often main reason for latency
– Can seek maybe four files per second
– A terrain can have hundreds of files (tiles/payloads)
• Methods to reduce the number of seeks
– Use terrain resolution layouts at spawn
• Otherwise minutes can pass before stabilization (waiting for file seeks)!
– Co-locate overlapping tiles of different types
• Store heightfield tile together with color and mask tiles
51. Reducing disc seeks
• Methods to reduce the number of seeks (cont’d)
– Co-locate nearby tiles
• Group leaf node payloads as second LOD in ancestor node
• Saves 20-50% seeks in typical scenario
Full dataset require 13 seeks Second LOD stored in parent nodes
Leaf nodes subject for move in red Full dataset is now 10 seeks
52. Improving throughput
• Data tiles are compressed by pipeline
– Color tiles are optionally DXT1-compressed
– Mask compression
• Source tiles (256x256) are chopped up into smaller pieces (66x66)
• Empty tile culling
• Identical (constant value) tile merging
– Physics materials and destruction depth are packed to four bits and
RLE-compressed
– All tiles are z-compressed
53. Improving throughput
• A quadtree node has zero or four children
• Incomplete quadtree
– We allow zero through four payload children
– Reduces bundle size by some 20%+
Complete quadtree with 32 Incomplete quadtree with only
tiles at red LOD 20 tiles. Incompleteness saves
12 tiles (37%)
54. Latency under the rug
• Even with mentioned improvements, streaming is not instant
• General ways of hiding latency
– CLOD to smooth most streaming LOD transitions
– Global prioritization helps distribute punishment
55. Overview
• Scalability – hierarchies, payloads and limitations
• Workflows – realtime in-game editing
• CPU and GPU performance
• Procedural virtual texturing – powerful GPU optimization
• Data streaming – minimizing memory footprint
• Robustness – global prioritization
• Procedural mesh generation
• Conclusions
56. Global prioritization
• Compute priority for each frame and each quadtree node
• Update streaming, virtual texturing and terrain decoration
– According to priority
• Priority value
– 1.0: On target
• One pixel per texel
• Terrain decoration at specified view distance
– < 1.0: Node doesn’t need payload
– > 1.0: Node need payload
57. Priority depends on distance and size
• Closer nodes have higher priority
• Larger nodes have higher priority
Observer
Priority
• Red > 1
• Green = 1
• Blue < 1
58. Priority modified by culling, updates and speed
Normal node
Node in motion
Occluder Node being updated (crater added)
Observer
Occluded node
Priority
• Red > 1
• Green = 1
• Blue < 1 Node outside frustum
59. Prioritized update algorithm Pool size (keep pool full)
Low prio High prio
Frame 0: Nodes
Steady state
Frame 1:
Observer moved
Bidirectional Look for payloads to fetch
Look for payloads to release
update
Frame 1:
Payload released
Frame 2:
New payload fetched
60. Prioritized update cost
• Priority evaluation and sorting done on SPU
– <1ms
• Update done on PPU
– <0.5ms
61. Overview
• Scalability – hierarchies, payloads and limitations
• Workflows – realtime in-game editing
• CPU and GPU performance
• Procedural virtual texturing – powerful GPU optimization
• Data streaming – minimizing memory footprint
• Robustness – global prioritization
• Procedural mesh generation
• Conclusions
62. Mesh
• Mesh generated from heightfield
• Straight-forward tessellation
– Rendered in patches of 16x16 triangle pairs
– Projected triangle size rougly constant - support destruction everywhere
– Blocky crestlines (on console)
• PC, Xenon:
– Heightfield sampled in vertex shader
• PS3:
– Vertex shader texture fetch is too slow
• Heightfield samples stored in vertex attribute
• Heightfield sampled in pixel shader
63. Mesh stitching
• A job analyze mesh quadtree and detect LOD switch edges
• Edges are stitched by index permutations
– Vertices are unchanged
No stitch Stitch left Stitch left and bottom
64. DX11 tessellation
• Displacement mapping from heightfield
– No additional memory needs (heightfield used as normal map)
• Straightforward hull and domain shaders
• Tessellation factor derived from projected patch edge bounding sphere
– Tries to maintain a constant screen-space triangle width
66. Overview
• Scalability – hierarchies, payloads and limitations
• Workflows – realtime in-game editing
• CPU and GPU performance
• Procedural virtual texturing – powerful GPU optimization
• Data streaming – minimizing memory footprint
• Robustness – global prioritization
• Procedural mesh generation
• Conclusions
67. Conclusions
• Frostbite 2 has a robust and competent terrain system
– Heightfield, shading, decals, water, terrain decoration
• Most aspects scale well
– View distance, data resolution, decoration density and distance
• Slick workflow
– In-game editing
– Good range of tools
• Good performance (CPU, GPU, memory)
– Parallelized, streaming, procedural virtual texture
68. Special thanks
• The Frostbite team
• Black Box
– Andy Routledge
– Cody Ritchie
– Brad Gour
• Criterion
– Tad Swift
– Matthew Jones
– Richard Parr
• Dice
– Andrew Hamilton
69. Questions?
mattias.widmark@dice.se
EA Digital Illusions (DICE)
Editor's Notes
BF3 use 32 samples per meterGoing above gives too low frame-to-frame coherency and often unacceptable latencies.