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- Всего слайдов:154 слайда
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Слайды и текст к этой презентации:
№10 слайд
Содержание слайда: Where to use SH and HDR
Don’t have to use all of them
SH lighting could be used to represent various light phenomena
HDR Rendering could be used to represent various optimal phenomena as well
There are a lot of elements (backgrounds, characters, effects) in a game
It is important to let artists express themselves easily with limited resources for each element
№11 слайд
Содержание слайда: Engine we’ve integrated
Lighting specification (for each object)
4 vertex directional lights (including pseudo point light, spot light)
3 vertex point lights
2 vertex spot lights
1 ambient light (or hemi-sphere light)
Light usage is automatically determined by the engine
№13 слайд
Содержание слайда: Engine we’ve integrated
Custom Shaders (up to 4 shaders you can choose for each polygon)
Physique Shaders (Skinning Shader)
Decompression Shaders
Static Phong Shader
Fur Shaders
Reflection Shaders (Sphere, Dual-Paraboloid and so on)
Bump Map Shader
Screen Shader
Fresnel Shader
UV Shift Shader
Projection Shader
Static Bump Map Shader
№22 слайд
Содержание слайда: Representing Intense Light
- Bottom Line
Accurate reproduction of Glare Effects creates realistic intense light representations
Glare Effects reproduction requires highly intense brightness level
But the frame buffer ranges only up to 255
Keep higher level on a separate buffer (HDR buffer)
№25 слайд
Содержание слайда: Implementation of HDR Buffer on PS2
PS2 has no high precision frame buffer - Have to utilize the 8bit-integer frame buffer
Adopt a fixed-point-like method to raise maximum level of intensity instead of lowering resolution
(When usual usage is described as “0:0:8", describe it as “0:1:7" or “0:2:6" in this method)
Example: If representing regular white by 128, 255 can represent double intensity level of white
Therefore, this method is not true HDR
№37 слайд
Содержание слайда: Reduced Frame Buffer
Using 128x128 Reduced Frame Buffer
All processes substitute this for the original frame buffer
The most important tip is to reduce to half repeatedly with bilinear filtering to make the pixels contain average values of the original pixels
It will improve aliasing when a camera or objects are in motion
№48 слайд
Содержание слайда: More Details for Glare Filters
Multiple Gaussian Filters
How to create star strokes
and so on..
See references below
Masaki Kawase. "Frame Buffer Postprocessing Effects in DOUBLE-S.T.E.A.L (Wreckless)“ GDC 2003.
Masaki Kawase. "Practical Implementation of High Dynamic Range Rendering“ GDC 2004.
№84 слайд
Содержание слайда: Issue of Converting Z to RGB
Use CLUT to convert Z to RGB, so it can take only upper 8-bit from Z bits
Upper Z bits tend not to contain enough depth because of bias of a Z-buffer
Solve by shifting bits of the Z-buffer to upper
BETTER WAY is setting more suitable Near Plane or Far Plane
№87 слайд
Содержание слайда: Outdoor Light Scattering
Implementation of:
Naty Hoffman, Arcot J Preetham. "Rendering Outdoor Light Scattering in Real Time“ GDC 2002.
Glare Effects and DOF work good enough on Reduced Frame Buffer,
but OLS requires higher resolution, so OLS tends to need more pixel-fill costs
Takes 13-39Hsync (typically), 57Hsync
№101 слайд
Содержание слайда: Limited Animation
SH Light position can move or rotate
But SH lights are regarded as infinite distance lights (directional light)
SH Light color and intensity can be animated
IBL can be used
Objects can move or rotate
But if objects affect each other, those objects can’t move
Because light effects are pre-computed!
№108 слайд
Содержание слайда: Why use linear transformations?
It is easy to handle with vector processors
A linear transformation is a set of dot products (f = a*x0 + b*x1 + c*x2….)
Use only MULA, MADDA and MADD (PS2) to decompress data (and light calculation)
For the Vertex (Pixel) Shader, dp4 is useful for linear transformations
№112 слайд
Содержание слайда: Details of SH we use
This is the SH Basis we use (Cartesian coordinate)
SH[0] = 1.1026588 * x
SH[1] = 1.1026588 * y
SH[2] = 1.1026588 * z
SH[3] = 0.6366202
SH[4] = 2.4656168 * xy
SH[5] = 2.4656168 * yz
SH[6] = 0.7117635 * (3z^2 - 1)
SH[7] = 2.4656168 * zx
SH[8] = 1.2328084 * (x^2 – y^2)
SH[9] = 1.3315867 * y(3x^2-y)
SH[10] = 6.5234082 * yxz
SH[11] = 1.0314423 * y(5z^2 – 1)
SH[12] = 0.8421680 * z(5z^2 – 3)
SH[13] = 1.0314423 * x(5z^2 – 1)
SH[14] = 3.2617153 * z(x^2 – y^2)
SH[15] = 1.3315867 * x(x^2 – 3y^2)
№113 слайд
Содержание слайда: Details of SH we use
Our SH Shader(2bands, 1ch) code for VU1 (Main loop is 6ops)
NOP LQ VF20, SHCOEF+0(VI00)
NOP LQ VF21, SHCOEF+1(VI00)
NOP LQ VF22, SHCOEF+2(VI00)
ITOF12 VF14, VF13 LQI VF13, (VI02++)
NOP LQ VF23, SHCOEF+3(VI00)
NOP IADDIU VI07, VI07, 1
tls1_loop:
MADDw.xyz VF30, VF23, VF15w LQI.xyz VF29, (VI03++)
MULAx.xyz ACC, VF20, VF14x MOVE.zw VF15, VF14
MADDAy.xyz ACC, VF21, VF14y ISUBIU VI07, VI07, 1
ITOF12 VF14, VF13 LQI VF13, (VI02++)
MADDAw.xyz ACC, VF29, VF00w IBNE VI07, VI00, tls1_loop
MADDAz.xyz ACC, VF22, VF15z SQ.xyz VF30, -2(VI03)
№114 слайд
Содержание слайда: Details of SH we use
Our SH Shader(3bands, 1ch) code for VU1 (Main loop is 13ops)
NOP LQI VF14, (VI02++)
NOP LQI VF15, (VI02++)
NOP LQ VF29, 0(VI03)
ITOF12 VF25, VF13 LQ VF16, SHCOEF+0(VI00)
ITOF12 VF26, VF14 LQ VF17, SHCOEF+1(VI00)
ITOF12 VF27, VF15 LQ VF18, SHCOEF+2(VI00)
MULAw.xyz ACC, VF29, VF00w LQ VF19, SHCOEF+3(VI00)
tls2_loop:
MADDAx.xyz ACC, VF16, VF25x LQ VF20, SHCOEF+4(VI00)
MADDAy.xyz ACC, VF17, VF25y LQ VF21, SHCOEF+5(VI00)
MADDAz.xyz ACC, VF18, VF25z LQ VF22, SHCOEF+6(VI00)
MADDAx.xyz ACC, VF19, VF26x LQ VF23, SHCOEF+7(VI00)
MADDAy.xyz ACC, VF20, VF26y LQ VF24, SHCOEF+8(VI00)
MADDAz.xyz ACC, VF21, VF26z LQI VF13, (VI02++)
MADDAx.xyz ACC, VF22, VF27x LQI VF14, (VI02++)
MADDAy.xyz ACC, VF23, VF27y LQI VF15, (VI02++)
MADDz.xyz VF30, VF24, VF27z LQ VF29, 1(VI03)
ITOF12 VF25, VF13 ISUBIU VI07, VI07, 1
ITOF12 VF26, VF14 NOP
ITOF12 VF27, VF15 IBNE VI07, VI00, tls2_loop
MULAw.xyz ACC, VF29, VF00w SQI.xyz VF30, (VI03++)
№119 слайд
Содержание слайда: Harmonize SH traditionally
We harmonize SH Lighting with traditional lights:
There is a function by which hemisphere light coefficients come from linear coefficients of Spherical Harmonics
For Phong (Specular) lighting, we process diffuse and ambient with SH Shader, and process specular with traditional lighting
№124 слайд
Содержание слайда: Materials
Interreflection settings
Interreflection intensity
Number of passes
Interreflection low pass filter
Color settings
Translucent settings
Enabling single scattering
Enabling multi scattering
Diffusion directivity
Surface thickness
Permeability
Diffusion amount
Light Transport settings
№136 слайд
Содержание слайда: Solving the problem
We used Gaussian Filter for a low pass filter
Final LPF was efficient to reduce noise
But it caused inaccurate result
Therefore we used a pre-filter for diffuse interreflection
Diffuse interreflection LPF works as irradiance caching
Diffuse interreflection usually causes noisy images
Reducing diffuse interreflection noise is efficient
№138 слайд
Содержание слайда: Light Transport
It is our little technique for expanding SH Lighting Shader
It is feasible to represent all frequency lighting (not specular) and area lights
BUT! Light position can't be animated
Only light color and intensity can be animated
Some lights don’t move
For example, torch in a dungeon, lights in a house
Particularly, most light sources in the background don’t need to move
№140 слайд
Содержание слайда: Details of Light Transport
To obtain Light Transport coefficients, the precomputation engine calculates all their incoming coefficients from other surfaces
It means that Light Transport coefficients have the same Light Transport energy that the surfaces collect from other surfaces
And surfaces which emit light give energy to other surfaces
Without modification to existing SH Lighting Shader, it multiplies Light Transport coefficients by light color and intensity
They are just like vertex color multiplied by specific intensity and color
№143 слайд
Содержание слайда: Image Based Lighting
Our SH Lighting engine supports Image Based Lighting
It is too expensive to compute light coefficients in every frame for PlayStation 2
Therefore light coefficients are precomputed off line
IBL lights can be animated with color, intensity, rotation, and linear interpolation between different IBL lights
№147 слайд
Содержание слайда: SH skinning
Skinning is only for the 1st and 2nd order coefficients
They are just linear
Therefore, you can use regular rotation matrices for skinning
If you want to rotate above the 2nd order coefficients (they are non-linear), you have to use SH rotation matrices
But it is just rotation
Shadow, interreflection and sub-surface scattering are incorrect
№150 слайд
Содержание слайда: Future Work
Distributed precomputation engine
SH Lighting for next-gen hardware
Try: Thomas Annen et al. EGSR 2004 “Spherical Harmonic Gradients for Mid-Range Illumination”
More generality for using SH lighting
IBL map
Try other methods for real-time global illumination
№151 слайд
Содержание слайда: References
Masaki Kawase. "Frame Buffer Postprocessing Effects in DOUBLE-S.T.E.A.L (Wreckless)“ GDC 2003.
Masaki Kawase. "Practical Implementation of High Dynamic Range Rendering“ GDC 2004.
Naty Hoffman et al. "Rendering Outdoor Light Scattering in Real Time“ GDC 2002.
Akio Ooba. “GS Programming Men-keisan: Cho SIMD Keisanho” CEDEC 2002.
Arcot J. Preetham. "Modeling Skylight and Aerial Perspective" in "Light and Color in the Outdoors" SIGGRAPH 2003 Course.
№152 слайд
Содержание слайда: References
Peter-Pike Sloan et al. “Precomputed Radiance Transfer for Real-Time Rendering in Dynamic, Low-Frequency Lighting Environments.” SIGGRAPH 2002.
Robin Green. “Spherical Harmonic Lighting: The Gritty Details. “ GDC 2003.
Miguel A. Blanco et al. “Evaluation of the rotation matrices in the basis of real spherical harmonics.” ECCC-3 1997.
Henrik Wann Jensen “Realistic Image Synthesis Using Photon Mapping.” A K PETERS LTD, 2001.
Paul Debevec “Light Probe Image Gallery” http://www.debevec.org/
№153 слайд
Содержание слайда: Acknowledgements
We would like to thank
Satoshi Ishii, Daisuke Sugiura for suggestion to this session
All other staff in our company for screen shots in this presentation
Mike Hood for checking this presentation
Shinya Nishina for helping translation
The Stanford 3D Scanning Repository http://graphics.stanford.edu/data/3Dscanrep/
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