This session covers the visually acclaimed Crysis 3 videogame, powered by the CryENGINE 3, both from a technology and art perspective. Readers will learn about the key techniques from this project such as the rendering pipeline, lighting and materials, high dynamic range usage, anti-aliasing and post processing.
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
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.
This presentation gives an overview of the rendering techniques used in KILLZONE 2. We put the main focus on the lighting and shadowing techniques of our deferred shading engine and how we made them play nicely with anti-aliasing.
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
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.
This presentation gives an overview of the rendering techniques used in KILLZONE 2. We put the main focus on the lighting and shadowing techniques of our deferred shading engine and how we made them play nicely with anti-aliasing.
We present the technology and ideas behind the unique lighting in MIRRORS EDGE from DICE. Covering how DICE adopted Global illumination into their lighting process and Illuminate Labs current toolbox of state of the art lighting technology.
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.
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.
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.
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.
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.
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.
With the highest-quality video options, Battlefield 3 renders its Screen-Space Ambient Occlusion (SSAO) using the Horizon-Based Ambient Occlusion (HBAO) algorithm. For performance reasons, the HBAO is rendered in half resolution using half-resolution input depths. The HBAO is then blurred in full resolution using a depth-aware blur. The main issue with such low-resolution SSAO rendering is that it produces objectionable flickering for thin objects (such as alpha-tested foliage) when the camera and/or the geometry are moving. After a brief recap of the original HBAO pipeline, this talk describes a novel temporal filtering algorithm that fixed the HBAO flickering problem in Battlefield 3 with a 1-2% performance hit in 1920x1200 on PC (DX10 or DX11). The talk includes algorithm and implementation details on the temporal filtering part, as well as generic optimizations for SSAO blur pixel shaders. This is a joint work between Louis Bavoil (NVIDIA) and Johan Andersson (DICE).
Volumetric Lighting for Many Lights in Lords of the FallenBenjamin Glatzel
In this session I’m going to give you an in-depth insight into the design and the implementation of the volumetric lighting system we’ve developed for ‘Lords of the Fallen’. The system allows the simulation of countless volumetric lighting effects in parallel while still being a feasible solution on next-gen consoles.
This presentation was held at the Digital Dragons 2014 conference.
Videos shown during the talk are available here: http://bglatzel.movingblocks.net/publications
Accelerate your Kubernetes clusters with Varnish CachingThijs Feryn
A presentation about the usage and availability of Varnish on Kubernetes. This talk explores the capabilities of Varnish caching and shows how to use the Varnish Helm chart to deploy it to Kubernetes.
This presentation was delivered at K8SUG Singapore. See https://feryn.eu/presentations/accelerate-your-kubernetes-clusters-with-varnish-caching-k8sug-singapore-28-2024 for more details.
Le nuove frontiere dell'AI nell'RPA con UiPath Autopilot™UiPathCommunity
In questo evento online gratuito, organizzato dalla Community Italiana di UiPath, potrai esplorare le nuove funzionalità di Autopilot, il tool che integra l'Intelligenza Artificiale nei processi di sviluppo e utilizzo delle Automazioni.
📕 Vedremo insieme alcuni esempi dell'utilizzo di Autopilot in diversi tool della Suite UiPath:
Autopilot per Studio Web
Autopilot per Studio
Autopilot per Apps
Clipboard AI
GenAI applicata alla Document Understanding
👨🏫👨💻 Speakers:
Stefano Negro, UiPath MVPx3, RPA Tech Lead @ BSP Consultant
Flavio Martinelli, UiPath MVP 2023, Technical Account Manager @UiPath
Andrei Tasca, RPA Solutions Team Lead @NTT Data
We present the technology and ideas behind the unique lighting in MIRRORS EDGE from DICE. Covering how DICE adopted Global illumination into their lighting process and Illuminate Labs current toolbox of state of the art lighting technology.
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.
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.
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.
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.
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.
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.
With the highest-quality video options, Battlefield 3 renders its Screen-Space Ambient Occlusion (SSAO) using the Horizon-Based Ambient Occlusion (HBAO) algorithm. For performance reasons, the HBAO is rendered in half resolution using half-resolution input depths. The HBAO is then blurred in full resolution using a depth-aware blur. The main issue with such low-resolution SSAO rendering is that it produces objectionable flickering for thin objects (such as alpha-tested foliage) when the camera and/or the geometry are moving. After a brief recap of the original HBAO pipeline, this talk describes a novel temporal filtering algorithm that fixed the HBAO flickering problem in Battlefield 3 with a 1-2% performance hit in 1920x1200 on PC (DX10 or DX11). The talk includes algorithm and implementation details on the temporal filtering part, as well as generic optimizations for SSAO blur pixel shaders. This is a joint work between Louis Bavoil (NVIDIA) and Johan Andersson (DICE).
Volumetric Lighting for Many Lights in Lords of the FallenBenjamin Glatzel
In this session I’m going to give you an in-depth insight into the design and the implementation of the volumetric lighting system we’ve developed for ‘Lords of the Fallen’. The system allows the simulation of countless volumetric lighting effects in parallel while still being a feasible solution on next-gen consoles.
This presentation was held at the Digital Dragons 2014 conference.
Videos shown during the talk are available here: http://bglatzel.movingblocks.net/publications
Accelerate your Kubernetes clusters with Varnish CachingThijs Feryn
A presentation about the usage and availability of Varnish on Kubernetes. This talk explores the capabilities of Varnish caching and shows how to use the Varnish Helm chart to deploy it to Kubernetes.
This presentation was delivered at K8SUG Singapore. See https://feryn.eu/presentations/accelerate-your-kubernetes-clusters-with-varnish-caching-k8sug-singapore-28-2024 for more details.
Le nuove frontiere dell'AI nell'RPA con UiPath Autopilot™UiPathCommunity
In questo evento online gratuito, organizzato dalla Community Italiana di UiPath, potrai esplorare le nuove funzionalità di Autopilot, il tool che integra l'Intelligenza Artificiale nei processi di sviluppo e utilizzo delle Automazioni.
📕 Vedremo insieme alcuni esempi dell'utilizzo di Autopilot in diversi tool della Suite UiPath:
Autopilot per Studio Web
Autopilot per Studio
Autopilot per Apps
Clipboard AI
GenAI applicata alla Document Understanding
👨🏫👨💻 Speakers:
Stefano Negro, UiPath MVPx3, RPA Tech Lead @ BSP Consultant
Flavio Martinelli, UiPath MVP 2023, Technical Account Manager @UiPath
Andrei Tasca, RPA Solutions Team Lead @NTT Data
Pushing the limits of ePRTC: 100ns holdover for 100 daysAdtran
At WSTS 2024, Alon Stern explored the topic of parametric holdover and explained how recent research findings can be implemented in real-world PNT networks to achieve 100 nanoseconds of accuracy for up to 100 days.
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...DanBrown980551
Do you want to learn how to model and simulate an electrical network from scratch in under an hour?
Then welcome to this PowSyBl workshop, hosted by Rte, the French Transmission System Operator (TSO)!
During the webinar, you will discover the PowSyBl ecosystem as well as handle and study an electrical network through an interactive Python notebook.
PowSyBl is an open source project hosted by LF Energy, which offers a comprehensive set of features for electrical grid modelling and simulation. Among other advanced features, PowSyBl provides:
- A fully editable and extendable library for grid component modelling;
- Visualization tools to display your network;
- Grid simulation tools, such as power flows, security analyses (with or without remedial actions) and sensitivity analyses;
The framework is mostly written in Java, with a Python binding so that Python developers can access PowSyBl functionalities as well.
What you will learn during the webinar:
- For beginners: discover PowSyBl's functionalities through a quick general presentation and the notebook, without needing any expert coding skills;
- For advanced developers: master the skills to efficiently apply PowSyBl functionalities to your real-world scenarios.
Elevating Tactical DDD Patterns Through Object CalisthenicsDorra BARTAGUIZ
After immersing yourself in the blue book and its red counterpart, attending DDD-focused conferences, and applying tactical patterns, you're left with a crucial question: How do I ensure my design is effective? Tactical patterns within Domain-Driven Design (DDD) serve as guiding principles for creating clear and manageable domain models. However, achieving success with these patterns requires additional guidance. Interestingly, we've observed that a set of constraints initially designed for training purposes remarkably aligns with effective pattern implementation, offering a more ‘mechanical’ approach. Let's explore together how Object Calisthenics can elevate the design of your tactical DDD patterns, offering concrete help for those venturing into DDD for the first time!
Alt. GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using ...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
PHP Frameworks: I want to break free (IPC Berlin 2024)Ralf Eggert
In this presentation, we examine the challenges and limitations of relying too heavily on PHP frameworks in web development. We discuss the history of PHP and its frameworks to understand how this dependence has evolved. The focus will be on providing concrete tips and strategies to reduce reliance on these frameworks, based on real-world examples and practical considerations. The goal is to equip developers with the skills and knowledge to create more flexible and future-proof web applications. We'll explore the importance of maintaining autonomy in a rapidly changing tech landscape and how to make informed decisions in PHP development.
This talk is aimed at encouraging a more independent approach to using PHP frameworks, moving towards a more flexible and future-proof approach to PHP development.
Smart TV Buyer Insights Survey 2024 by 91mobiles.pdf91mobiles
91mobiles recently conducted a Smart TV Buyer Insights Survey in which we asked over 3,000 respondents about the TV they own, aspects they look at on a new TV, and their TV buying preferences.
Essentials of Automations: The Art of Triggers and Actions in FMESafe Software
In this second installment of our Essentials of Automations webinar series, we’ll explore the landscape of triggers and actions, guiding you through the nuances of authoring and adapting workspaces for seamless automations. Gain an understanding of the full spectrum of triggers and actions available in FME, empowering you to enhance your workspaces for efficient automation.
We’ll kick things off by showcasing the most commonly used event-based triggers, introducing you to various automation workflows like manual triggers, schedules, directory watchers, and more. Plus, see how these elements play out in real scenarios.
Whether you’re tweaking your current setup or building from the ground up, this session will arm you with the tools and insights needed to transform your FME usage into a powerhouse of productivity. Join us to discover effective strategies that simplify complex processes, enhancing your productivity and transforming your data management practices with FME. Let’s turn complexity into clarity and make your workspaces work wonders!
Why You Should Replace Windows 11 with Nitrux Linux 3.5.0 for enhanced perfor...SOFTTECHHUB
The choice of an operating system plays a pivotal role in shaping our computing experience. For decades, Microsoft's Windows has dominated the market, offering a familiar and widely adopted platform for personal and professional use. However, as technological advancements continue to push the boundaries of innovation, alternative operating systems have emerged, challenging the status quo and offering users a fresh perspective on computing.
One such alternative that has garnered significant attention and acclaim is Nitrux Linux 3.5.0, a sleek, powerful, and user-friendly Linux distribution that promises to redefine the way we interact with our devices. With its focus on performance, security, and customization, Nitrux Linux presents a compelling case for those seeking to break free from the constraints of proprietary software and embrace the freedom and flexibility of open-source computing.
Transcript: Selling digital books in 2024: Insights from industry leaders - T...BookNet Canada
The publishing industry has been selling digital audiobooks and ebooks for over a decade and has found its groove. What’s changed? What has stayed the same? Where do we go from here? Join a group of leading sales peers from across the industry for a conversation about the lessons learned since the popularization of digital books, best practices, digital book supply chain management, and more.
Link to video recording: https://bnctechforum.ca/sessions/selling-digital-books-in-2024-insights-from-industry-leaders/
Presented by BookNet Canada on May 28, 2024, with support from the Department of Canadian Heritage.
State of ICS and IoT Cyber Threat Landscape Report 2024 previewPrayukth K V
The IoT and OT threat landscape report has been prepared by the Threat Research Team at Sectrio using data from Sectrio, cyber threat intelligence farming facilities spread across over 85 cities around the world. In addition, Sectrio also runs AI-based advanced threat and payload engagement facilities that serve as sinks to attract and engage sophisticated threat actors, and newer malware including new variants and latent threats that are at an earlier stage of development.
The latest edition of the OT/ICS and IoT security Threat Landscape Report 2024 also covers:
State of global ICS asset and network exposure
Sectoral targets and attacks as well as the cost of ransom
Global APT activity, AI usage, actor and tactic profiles, and implications
Rise in volumes of AI-powered cyberattacks
Major cyber events in 2024
Malware and malicious payload trends
Cyberattack types and targets
Vulnerability exploit attempts on CVEs
Attacks on counties – USA
Expansion of bot farms – how, where, and why
In-depth analysis of the cyber threat landscape across North America, South America, Europe, APAC, and the Middle East
Why are attacks on smart factories rising?
Cyber risk predictions
Axis of attacks – Europe
Systemic attacks in the Middle East
Download the full report from here:
https://sectrio.com/resources/ot-threat-landscape-reports/sectrio-releases-ot-ics-and-iot-security-threat-landscape-report-2024/
3. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 3
PLAN
Introduction to Crysis
Art pre-production
Art guidelines
Art production overview
Technology overview
Hybrid deferred rendering
4. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 4
CRYSIS FRANCHISE
First Person Shooter
Super soldier equiped with a Nanosuit
Sandbox gameplay
Crysis trilogy
Crysis 1 (2007): awakening of an ancient alien civilization on an island
Crysis 2 (2011): fighting against the alien invasion in New York
Crysis 3 (2013): awakening and destruction of the alien boss in New York
5. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 5
CRYENGINE
Dozen years of development
“Real-time all the time”
Multiplatform engine
Licensees
Sniper Ghost Warrior 2 (City Interactive)
MechWarrior Online (Piranha Games)
Monster Hunter Online (Tencent, Capcom)
Star Citizen (Cloud Imperium Games Corporation)
etc.
6. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 6
OBJECTIVES FOR CRYSIS 3
Merge the best of Crysis 1 and 2
More open levels
More gameplay freedom
More variety
More weapons (bow and alien weapons)
Push the visual quality even further with CryENGINE 3
Set a benchmark for next generation games
7. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 7
INITIAL CONSTAINTS
Smaller (but very experienced) development team
Some developpers re-assigned to Ryse and Homefront 2 after Crysis 2 production
~150 people on Crysis 2
~100 people on Crysis 3
Handful of graphics programmers
Tiny art team (dozens of environment artists, couple of level artists, 1 lighting artist & 1 FX artist for the single player campaign)
Shorter production time
38 months for Crysis 2
23 months for Crysis 3
Create a better game
Art bottleneck
No place for mistakes
8. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 8
CONCEPT ART
Main themes
Rain forest
Manhattan, New York
Dome
Handful of concept artists
New environments
New main characters
New design for human enemies
New aliens and weapons
12. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 12
ART BENCHMARKOBJECTIVES
Create a pre-production art-focused level representative of the game (end of 2011)
Implement the vision of the art direction
Dense jungle
Overgrown buildings (destruction, rust, moss, etc.)
Rivers
Dappled lighting
Improve the art pipeline and workflow
Create a good stress test for low-end hardware (consoles)
Keep the art department busy
~2 months production
19. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 26
POST ART BENCHMARK
Throw away most of Crysis 2‘s environment assets
Inconsistent with the art style (pristine assets)
Not detailed enough (geometries and textures)
Rebuild all environment assets
Geometries: add more destruction
Textures: overgrown style (rust, moss, etc.)
Materials: wet look
20. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 27
POST ART BENCHMARK
Create art guidelines
Make sure all artists follow the same rules for textures and materials
Art resources located in Frankfurt, Nottingham, Kiev and a few outsourcing studios
Re-calibrate the lighting engine
Create a test level for artists
21. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 28
MONITORS
Ensure all artists work with proper monitors (IPS, *VA or PLS panels)
Calibrate all monitors to industry standards (sRGB, Gamma 2.2, 6500K and ~100cd/m2)
Images credit: www.anandtech.com
View angles of low end monitors (TN panels) View angles of higher end monitors (IPS panel)
22. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 29
TEXTURESSELECTION
Minimize lighting information in the textures
Prevent direct light (harsh and dark shadows)
Ensure neutral color balance
Use overcast lighting for smooth ambient lighting
Bright daylight Low sun settings Overcast
Images credit: Richard Yot, www.itchy-animation.co.uk
23. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 30
TEXTURESCOLOR AND LUMINANCE CONTROL
Kodak Color Control Patches
Ideal for non-studio lighting
Place them close to the photographed subject
Correct the RGB curves in Photoshop
Image credit: www.kodak.com
24. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 32
DIFFUSE TEXTURESCOMMON MISTAKES
Common mistakes of artists
Too much AO baking
Overly dark cavities
Dark outlines
Too much contrast
The engine will do it!
Self-shadowing: shadowmaps
Ambient occlusion: SSDO
Contrast: PostFX (eye adaptation, tonemapping, film curve and LUT colorgrading)
Old generation engines still need a lot of baking (textures, vertex colors, etc.)
25. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 33
DIFFUSE TEXTURESPRACTICAL EXAMPLE
Remove highlights and shadows (Shadows/Highlights adjustment in Photoshop)
Prevent the “triple darkening” (shadowmaps, SSDO and PostFX) leading to a cartoony look
Keep the color component only
“The flatter the better“
Reference diffuse texture (bad) Modified diffuse texture (better)
26. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 34
SPECULAR TEXTURESCOMMON MISTAKES
Every artist has a different way of creating specular textures
Basic mistake: specular texture created from a high contrast gray-scaled diffuse texture
Diffuse texture Diffuse-based specular (bad)
27. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 35
PHYSICALLY-BASED SPECULAR
Value depends on the atomic structure of the surface, not on the glossiness (roughness)
For instance glossy and matte plastics have theoretically the same specular color
Glossiness specified with dedicated glossiness texture
Specular luminance [0;255]
Most non metals: 30-70 (including rust)
Metals: +180
Specular color
Non metals: greyscaled
Metal: slightly colored (gold, copper, nickel)
Non metals Metals
28. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 36
PHYSICALLY-BASED SPECULARPRACTICAL EXAMPLE
Average specular luminance of stone around 55
No real need for specular textures anymore (flat color)
Specular texture (bad) Physically-based specular (better)
29. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 37
GLOSSINESS
Roughness of the surface
Range from 0 to 255
Matte and rough materials: low glossiness
Glossy/polished/wet materials: high glossiness
Perfect mirror: 255
Glossiness range
31. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 39
GLOSSINESS TEXTURES
Roughness defined by a glossiness textures
Very important for material definition
More freedom for painting interesting details (scratches, specles, wet areas, etc.)
Glossiness textureSpecular texture
32. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 40
ASSET ZOO LEVEL
Create a test level for proof checking assets
Level based on the Art Benchmark
Store all assets in one single level
Check assets concistency at a glimpse
33. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 41
ASSET ZOO LEVELFLAT SHADING
Pure flat indirect lighting
No post processing, no reflection, no ambient occlusion, no fog
Control the consistency of the diffuse textures
Standard lighting mode Flat shading mode
34. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 42
ASSET ZOO LEVELCLIPPING CONTROL
Visualize blacks and whites clipping
Black: RGB 0-15 (pink)
White: RGB 240-255 (green)
Good estimation of clipping on TVs with limited color space (16-235)
Flat shading mode Clipping control mode
36. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 44
REFERENCE MATERIALS
Creation of reference material for proof checking
Based on the most representative materials of the Art Benchmark
Artists compare their new textures with these reference materials
Lighting calibration based on these materials
Vegetation Mud Rust Metal Rusty stone Concrete Bricks Average Mirror
37. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 45
LIGHTING CALIBRATIONCOLOR CHART
Gamma chart and gradient chart
Control lighting influence on the textures
Check post FX influence on the colors and white balance
Prevent clipping of the blacks and whites
38. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 46
LIGHTING CALIBRATIONPRACTICAL EXAMPLES
Color chart and reference materials used for calibration and proof checking of the lighting
39. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 47
PRE-PRODUCTION GUIDELINES
Did we actually follow all these guidelines?
Diffuse textures?
Yes, although some textures still have too much AO and dark outlines
Physically-based specular textures?
Not really, mix of incorrect specular colors, specular textures and fresnel settings
However, the final result is in the correct range after the light pass/tweaking
Glossiness textures?
Yes
Asset zoo?
Yes, but artists often forgot to store their assets in the level
Lighting calibration?
Yes, although strong clipping is sometimes necessary to achieve a certain look
40. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 48
CONSOLE LIMITATIONS
Make the best experience within console limitations
Video and system memory limitations for level size and amount of entities
Optimization of system memory usage for animations, entities, etc.
Geometries
More aggressive LOD on console
Lower view distance on console
Maximum view and LOD distance on PC
Textures
Low resolution on console (256px/512px)
High resolution on PC (1024px and above)
41. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 49
CONSOLE LIMITATIONS
Materials
Console-specific materials with less complex shader settings (blend layers, paralax occlusion mapping, etc.)
Lighting
Limited amount of lights casting shadows on console
Bounce lights usually disabled on console
Maximum lighting quality on PC (shadows and bounce lighting festival)
42. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 50
FULL PRODUCTION
Main titles for environment creation
Level designer: mission owner, scripts implementation, asset placement
Environment/level artist: asset creation, asset placement, terrain and vegetation painting and level beautification
Lighting and FX artists
Cinematic designer
Group-based production
1 level designer and 2 to 3 artists per level
FX/lighting/beautification artists working on all levels
43. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 51
FULL PRODUCTION
Level production
All levels in production at the same time
“Gameplay pit”, “art pit” and “optimization pit“: focus phases of 1 to 2 weeks for every level
No post-production (lighting and FX on time)
Advantages
Environment artists assigned to one level only (in theory)
Better communication within the groups
More consistent asset quality due to the limited amount of artists per level
Better optimization due to asset sharing
Disadvantages
Slow progress
Everything comes toghether at the end only
44. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 52
ENVIRONMENTS
7 main environments
Strong variety for locations, lighting and mood
Unique but short experience (6-8 hours of gameplay)
45. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 53
ENVIRONMENTSDOME (JAILBREAK)
Location
West Side
Outside the dome
Lighting & mood
Night
Sunrise
Stormy weather
Intense artificial lighting
Palette
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49. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 58
ENVIRONMENTSFIELDS
Location
West Side (Penn Station)
High grass fields
Train yard
Train warehouse
Lighting & mood
Sunny morning
Dark tunnels
Palette
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52. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 61
ENVIRONMENTSCANYON
Location
Financial District
Canyon
Dam
Power station
Lighting & mood
Cloudy afternoon
Dark canyons
Palette
58. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 68
ENVIRONMENTSRIVER I
Location
East Side
Dense jungle
Rivers
Lighting & mood
Cloudy morning
Dark jungle
Palette
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61. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 71
ENVIRONMENTSRIVER II
Location
East River
Dry river bed
Warzone
Lighting & mood
Cloudy morning
Sky in fire
Palette
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64. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 74
ENVIRONMENTSISLANDS
Location
Columbus Circle
Apocalyptic world
Huge sandbox level
Lighting & mood
Dark stormy afternoon
Palette
69. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 79
CHARACTERSPIPELINE IN A NUTSHELL
Concepts of the characters
Casting of real actors
Capture of selected actors
3D face scan
Motion capture (body and facial animations)
Voice acting
70. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 80
Scan faces with multiple cameras to create a 3D textured geometry
CHARACTERS3D FACE SCAN
Scanning rig Results in ZBrush
71. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 81
CHARACTERSMOTION CAPTURE
Body and facial animations and voice acting captured at once
Motion capture session Final in-game result
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75. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 85
SKY AND CLOUDS RENDERING
Technologies
Procedural HDR skybox
Rotating HDR clouds hemispheres
Cloud shadows
Dynamism
No more old school static painted skyboxes
Moving clouds
Moving cloud shadows
Time-lapse video of clouds hemispheres rotation
77. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 93
RENDERING TECHNOLOGYOVERVIEW
Hybrid deferred rendering
Dynamic lighting and shadows, contact shadows for every light source
Localized image-based lighting + Screen Space Reflections
Vast feature set
e.g. participating media, terrain, characters, vegetation, water, particles, decals, flares, color correction
High dynamic range rendering
Antialiasing
Scalability across different hardware/platforms
Most techniques multiplatform friendly: minimize QA/testing effort
4 quality levels: low, medium, high, very high
87. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 103
HYBRID DEFERRED RENDERINGG-BUFFER PACKING I
World space normal packed into 2 components (WIKI00)
Stereographic projection worked well in practice and is fairly cheap
Glossiness + Normal Z sign packed together
88. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 104
HYBRID DEFERRED RENDERINGG-BUFFER PACKING II
Albedo in Y’CbCr color space (WIKI01)
Stored in 2 channels via Chrominance Subsampling (WIKI02)
89. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 105
HYBRID DEFERRED RENDERINGLIGHTING I
Localized IBL probes+ screen space reflection approximation
90. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 106
HYBRID DEFERRED RENDERINGLIGHTING II
Artists place probes/sampling locations across levels
Generation of HDR cube maps at desired locations, 32 bits encoded using RGBM
Localized reflection mapping (Bjorke07,Behc10,Lagarde12)
Reflection vector adjusted based on camera location inside probe bounding volume
91. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 107
HYBRID DEFERRED RENDERINGLIGHTING II
Screen Space Reflection via raymarching along reflection vector (Sousa et.al 11)
Sample depth and check ray depth, if within threshold to scene depth accept sample
Using previous frame + reprojection (encoded using RGBM 32 bits)
Center depth is full resolution, all other taps FP16 half resolution depth
Skip non-glossy surfaces
92. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 108
HYBRID DEFERRED RENDERINGLIGHTING III
Lights rendered via geometry volume
Sphere for point lights, cone for projectors
Stencil pre-pass, depending on heuristic
Multiplatform friendly
Accumulate light sources into Light-Buffers using MRT (Sousa11)
Diffuse and specular contribution into separate targets
Stored in 32 bits fmt (e.g. for PC using R11G11B10F)
Re-using L-Buffers for further passes and techniques
Skin rendering via Screen Space Sub-Surface Scattering
Forward passes using complex shading/composition
93. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 109
HYBRID DEFERRED RENDERINGSSDO
Contact Shadows/SSDO (Sousa et.al 11)
Applied to all light sources and ambient, via screen space bent normals (average unoccluded direction)
Center depth is full resolution, all other taps FP16 half resolution depth
SSDO off SSDO on
94. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 110
HYBRID DEFERRED RENDERINGSHADING
Deferred shading composited via fullscreen pass
Samples L-Buffers + G-Buffers for composition
More complex shading such as Hair or Skin, processed via forward passes
Allowed dropping almost all opaque forward passes
Deferred (Red) + Forward (Green)Final results
96. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 113
FEATURE SETFLARE EDITOR
Crysis 2 post process flares suffered a bit from J.J. Abrams syndrome
Partially due to inconsistencies in asset setup (overly bright particles or incorrect material setup)
Flare editor for total artistic control
Not physically-based
Simple 2D sprites composite + multiple flare types
97. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 114
FEATURE SETDEFERRED RAIN I
Introduced in first CryENGINE 3 iteration, tuned further for Crysis 3
Rendered as box volume, using stencil culling/depth bounds
Techniques combo: mist, puddles, rain layers and water drops, fast screen space reflection approximation
98. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 115
FEATURE SETDEFERRED RAIN II
Water puddles: world space, top down projection for texturing, via animated texture
Console friendly screen space reflection approximation
Vertical blur, no depth masking (visually sufficient)
Rain layers: multiple cones centered at camera origin
Snap to new location if camera distance > threshold
Translating rain texture uvs, down rain cones
Bonus trick: approximate rain light scattering, via bloom source
99. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 116
FEATURE SETVOLUMETRIC FOG SHADOWS I
Based on TOTH09
Don’t accumulate in-scattered light, instead accumulate shadow contribution along view ray
100. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 117
FEATURE SETVOLUMETRIC FOG SHADOWS II
Interleave pass distributes 1024 shadow samples on a 8x8 grid shared by neighboring pixels
Half resolution destination target
Gather pass computes final shadow value
Bilateral filtering was used to minimize ghosting and halos
Shadow stored in alpha, 8 bit depth in red channel
Used 8 taps to compare against center full resolution depth
Max sample distance configurable (~150-200m in C3 levels)
Cloud shadow texture baked into final result
Final result modifies fog height and radial color
101. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 118
FEATURE SETVOLUMETRIC FOG SHADOWS III
Naive upscale
102. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 119
FEATURE SETVOLUMETRIC FOG SHADOWS IV
Bilateral Upscale
103. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 120
HIGH DYNAMIC RANGE RENDERINGOVERVIEW
Linear correct on all platforms (Gritz07, Sousa11)
e.g. lighting, texture filtering, blending, motion blur, depth of field and antialiasing
Switched to film tone mapping (Hable2010)
Several schemes tested for automated exposure/key (e.g Reinhard02, Krawczyk05)
Simple solution chosen: let art fine tune (curve, scene key, min and max exposure for eye adaption)
104. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 121
ANTIALIASINGOVERVIEW
Support for latest and greatest antialiasing modes: FXAA, Deferred MSAA, SMAA & TXAA
Subjective topic: some users like sharper image, others softer image
Each mode has it strenghts/user preferences
FXAA is the fastest mode of the pack
Deferred MSAA is the vanilla standard and foundation work for SMAA and TXAA to work at all
SMAA aims at a razor sharp results with reasonable temporal stability
TXAA aims at a more cinematic/softer looking image with high temporal stability
SMAA/TXAA a smart combo
MSAA + SSAA via previous frame sub sample reprojection + morphological (post-process) antialiasing
See Siggraph 2011 AA course [Jimenez Et.Al 11] and our GDC 2013 talk for details [Sousa Et.al. 13]
105. No AA TXAA Medium (2TX2)
SMAA Medium (2Tx) 8x MSAA
106. No AA TXAA High (2TX4)
SMAA High (4x) 8x MSAA
107. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 124
SPECIAL THANKS
Wolfgang Engel
Magnus Larbrant, Chris Auty, Carsten Wenzel, Chris Raine, Chris Bolte, Chris Bunner, Baldur Karlsson, Andrew Khan,
Michael Kopietz, Ivo Zoltan Frey, Marco Corbetta, Jake Turner, Nicolas Schulz, Nick Kasyan, Vladimir Kajalin, etc.
Big thanks to the entire Crytek team!
108. Pierre-Yves Donzallaz & Tiago Sousa FMX 2013 125
REMINDER
We are hiring!
http://www.crytek.com/career