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Lighting you up in Battlefield 3 Kenny Magnusson (DICE) GDC 2011
Agenda: Past: Battlefield and Mirror's edge Want: The best from both worlds Improvements Real-time radiosity lighting system Frostbite 2 How: Real time radiosity architecture Small environments Large environments Lights Best practice Conclusion: Summary:
PAST: Battlefield Bad Company  Frostbite 1 Mirror’s Edge Unreal Engine 3
PAST: Battlefield Bad Company  Frostbite 1 Mirror’s Edge Unreal Engine 3  Forward-rendering No streaming Hemispherical sky/ground light + directional sun light  3 point lighting 100% Dynamic shadows, cascaded shadowmaps 3 slices, 1024x1024 Single (!) point light per object No Global Illumination No Screen Space Ambient Occlusion Static sky occlusion maps for buildings & bigger objects Static sky occlusion volumes for indoor environments that dynamic objects sampled a single value from Forward-rendering Streaming Static world / static lighting Illuminate Labs Beast Offline Generation Global Illumination (bounce, emissive, translucent) Stored as directional lightmaps (Radiosity Normal Maps) Dynamic objects (i.e. Faith) Pre-calculated light probes form basis for relighting dynamic objects Combine most relevant probes to form SH basis for lighting Extract major light axis as “directional light source” Use conventional shadow mapping from extracted directional
WANT: How could we get the best from both worlds? + some more..
WANT: GI In a highly dynamic and destructible environment
WANT: Indoor
WANT: Outdoor
WANT: Large environments with reflective surfaces
WANT: Lights
WANT: Improvements
WANT: Improvements Deferred rendering
WANT: Improvements Deferred rendering More lighting models
WANT: Improvements Deferred rendering More lighting models Translucency
WANT: Improvements Deferred rendering More lighting models Translucency Faster workflows
WANT: Improvements Deferred rendering More lighting models Translucency Faster workflows Simultaneous
WANT: Improvements Deferred rendering More lighting models Translucency Faster workflows Simultaneous Particle lighting
WANT: Improvements Deferred rendering More lighting models Translucency Faster workflows Simultaneous Particle lighting Bloom
WANT: Improvements Deferred rendering More lighting models Translucency Faster workflows Simultaneous Particle lighting Bloom Filmic Tonemapping
WANT: Real-time radiosity lighting system Enlighten Geomerics Cambridge, UK based. Spun out of Cambridge University Collaborated over many years Works for all platforms PLAYSTATION®3,XBox 360™, PC for Windows.
WANT: Frostbite 2
HOW: ”Realtimeradiosity architecture for a game” How does the full lighting pipeline work in Battlefield 3
HOW: Specular
HOW: Diffuse
HOW: Specular bounce
HOW: Diffuse bounce
HOW: Pre‐baked lightmaps
HOW: Typical lightmap
HOW: Placing direct lights
HOW: Radiosity
HOW:
HOW:
HOW:
HOW: Lightmap lit geometry Large and inanimate Receive and bounce light Static geometry Lightprobe lit geometry Small and organic Only receive light Cant bounce light Dynamic and static geometry
HOW:
HOW:
HOW:
HOW: Lightmaplit geometry
HOW: Lightmaplit geometry Detail geometry
HOW: Lightmaplit geometry Detail geometry UVs generated by projection
HOW: Lightmaplit geometry Detail geometry UVs generated by projection No additional lighting data
HOW: Lightmaplit geometry Detail geometry UVs generated by projection No additional lighting data “Off-axis” lighting comes from directional data in lightmap
HOW: Lightmaplit geometry Detail geometry UVs generated by projection No additional lighting data “Off-axis” lighting comes from directional data in lightmap Target geometry
HOW: Lightmaplit geometry Detail geometry UVs generated by projection No additional lighting data “Off-axis” lighting comes from directional data in lightmap Target geometry Has simple UV surface area
HOW: Lightmaplit geometry Detail geometry UVs generated by projection No additional lighting data “Off-axis” lighting comes from directional data in lightmap Target geometry Has simple UV surface area Poly count is not important Various authoring options
HOW: Lightmaplit geometry Authoring of geometry UVs Detail geometry UV Target geometry UV
HOW: Detail geometry UV Transferred to the  Target geometry UV Lightmaplit geometry Authoring of geometry UVs Surface transfer
HOW: Detail geometry UV Transferred to the  Target geometry UV Lightmaplit geometry Authoring of geometry UVs Surface transfer
HOW: Target geometry lightmap Lightmaplit geometry Authoring of geometry UVs Surface transfer
HOW: Target geometry lightmap Transferred to the  Detail geometry Lightmaplit geometry Authoring of geometry UVs Surface transfer
HOW: Lightprobelit geometry Lightprobe volumes
HOW: Lightprobelit geometry Lightprobe volumes
HOW: Lightprobelit geometry Lightprobe volumes
HOW: Precompute Analyze the geometry
HOW: Runtime lighting pipeline Radiosity pass (CPU) Update indirect lightmaps and lightprobes Geometry pass (GPU) Store indirect lighting in separate G-buffer Light pass (GPU) Render deferred light sources Add indirect lighting from G-buffer
HOW: Small environments Sky visibility
HOW: Small environments Sky visibility  Environment maps
HOW: Large environments Skylight
HOW: Large environments Skylight
HOW: Large environments Skylight
HOW: Large environments Skylight  Terrain
HOW: Large environments Skylight  Terrain
HOW: Large environments Skylight  Terrain
HOW: Light
HOW: Light
HOW: Light
HOW: Why is it important to separate some elements in the lighting system?
HOW: Best practice Complex geometry
HOW: Best practice Complex geometry Static radiosity maps
HOW: Best practice Complex geometry Static radiosity maps Real-time
HOW: Best practice Complex geometry Static radiosity maps Real-time Streaming
HOW: Best practice Complex geometry Static radiosity maps Real-time Streaming Time laps
HOW: Best practice Complex geometry Static radiosity maps Real-time Streaming Time laps Range
HOW: Best practice Complex geometry Static radiosity maps Real-time Streaming Time laps Range Color Grading ON
HOW: Best practice Complex geometry Static radiosity maps Real-time Streaming Time laps Range Color Grading OFF
HOW: Best practice Complex geometry Static radiosity maps Real-time Streaming Time laps Range Color Grading Filmic tone mapping ON
HOW: Best practice Complex geometry Static radiosity maps Real-time Streaming Time laps Range Color Grading Filmic tone mapping OFF
CONCLUSION: The advantages Time Fast workflow allowing for more iterations Time Design changes are not as painful Unified lighting system One system to light everything
CONCLUSION: The disadvantages Memory The radiosity maps uses ‘some’ memory Performance Dependent on light probe density Size and amount of pointlights Authoring of geometry It takes time Grasp the concept Precompute Can take time depending on size of level
SUMMARY: Workflow It’s dynamic and fast  Different  Analyze the geometry  PC Memory  Fully dynamic in game lighting Consoles Memory issue Not fully dynamic Shadows realtime Lightprobes Only intensity not directional
I want to thank the following: Per Einarsson,  TorbjörnMalmer Johan Andersson Robert Kihl Joakim Svärling Christina Ann Coffin Oscar Carlen Andrew Hamilton
Questions? Email: Kenny@dice.se WWW.dice.se MSN: Louie50028@hotmail.com Battlefield 3 & Frostbite 2 talks at GDC’11: For more DICE talks: http://publications.dice.se

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