SlideShare a Scribd company logo
1 of 19
Download to read offline
Butterfly Effect
DirectX 11 graphic features
Erland Körner, Technical Artist, Unity Sweden
Apr 12, 2013 Page
Who am I?!
• I am Erland Körner
• Unity Stockholm, Sweden
• Graphic Artist on demo-team
• 2 decades AAA background.
EA/DICE - Battlefield and
Mirrors Edge.
2
Apr 12, 2013 Page
Unity DirectX11
Butterfly Effect
3
Apr 12, 2013 Page
Unity DirectX11
Summed up
• Realtime shortfilm using Unity.
Research project.
• Unity, Passion Pictures and
Nvidia.
• ˜25 CG Artists (0 Unity
experience), ˜5 Programmers
during 14 weeks production time.
• 40GB Data, 40 scenes, 130 shots.
Using Unity CacheServer.
• DirectX 11 and 64bit Editor.
4
Apr 12, 2013 Page
Unity DirectX11
Usages in Butterfly effect
• DX11 = Collection of Windows multimedia API’s for games. Available
in Unity 4.x.
• DirectX 11 broadens visual (GPU) scope and fidelity. Eases efforts.
• Compute shaders, Tessellation and 3D Textures
• Enabling us to have Physically based, energy conservative shaders on
environment, skin and eyes
• ...Hair rendering and tessellation
• ...Full screen Post Processing
• ...Volumetric explosions
5
Apr 12, 2013 Page
Unity DirectX11
Compute shader example 1
• +1 million particles in Unity
• Fully simulated on the GPU,
hardly no pressure on CPU.
• GPU buffer position and
velocity.
• Each particle is a generated
billboard.
6
Apr 12, 2013 Page
Unity DirectX11
Compute shader example 2
• Fluid simulation.
• Works on 3D textures and
performs simulation.
• Texture describes the density and
velocity.
• To show the result the density 3D
texture is raymarched.
• A gradient texture is also
sampled to provide different color
depending on volume thickness.
7
Apr 12, 2013 Page
Unity DirectX11
Physically based shaders
• Inspired by Mental Ray
“Architectural” (MIA) shader
• High quality offline rendering
• Suitable for hard-surface materials
• Familiar and intuitive to CG /
non-game artists.
• THE shader for everything!!!
• Energy conserving - Material
follows laws of physics!
8
Apr 12, 2013 Page
Unity DirectX11
Skin Rendering
• Physically based shading.
• Mimics offline SSS rendering tools.
Top, epidermis and subdermal skin
layers.
• Renders lighting, then blurs, combines,
and adds top- and 2 spec layers.
• Back scatter, based on translucency
layers. Adds intensities into sublayer.
Indirect light from spherical
harmonics.
• Catmull-Clark Subdivision,
not directly Dx11 tessellation.
9
Apr 12, 2013 Page
Unity DirectX11
Hair and Tessellation
• System designed to be similar
to offline systems.
• Geometry shader. Rendered
using DirectX 11 tessellation.
• Hardware hair geometry
generation.
• Hair defined by Emitter mesh
and Guide hairs in 3d package.
10
Apr 12, 2013 Page
Unity DirectX11
Filmic Post-Effects breakdown
• Heavy amounts of Post-
processing in every shot!
• ...Motionblur (Velocity blur)
• ...Depth Of Field and Bokeh
shapes
• ...Photographic tonemapping
• ...Bloom (HDR, Specular
highlights and sun reflections)
11
Apr 12, 2013 Page
Unity DirectX11
Filmic Post-Effects breakdown
• ...Color correction (3D LUT)
• ...RGB channel Noise and grain
• ...Lens distortion
• ..HBAO (Horizon Based
Ambient Occlusion)
• Some already added to Unity
4.1...
12
Apr 12, 2013 Page
Unity DirectX11
Volumetric Explosions
• Fluid simulation expensive and
hard to control.
• Procedural techniques are practical
on current-gen hardware.
• Fast render volume renderer.
• Can calculate normal as gradient of
distance field, for lighting. Gives AO
approximations.
• Detail added by offset with
“pyroclastic” (Perlin) noise. Shade
based on displacement amount.
13
Apr 12, 2013 Page
Thanks and credits
• Renaldas Zioma, Aras Pranckevičius, Ole Ciliox, Paulius Liekis, Stefan Sandberg at
Unity
• Simon Green, Jon Jansen an everyone involved of Nvidia
• Passion Pictures
14
More examples
Apr 12, 2013 Page
Unity DirectX11
Opacity Mapping example
• Fourier Opacity Mapping, for
rendering self-shadowing
effects.
• DX11 Tessellation, for
acceleration.
16
Apr 12, 2013 Page
Signed Distance Field example 1
• Similar approach as volumetric
explosions.
• Julia fractal. Distance Fields are
surfaces defined
mathematically.
• For each pixel touched is
raymarched a function that
describes the fractal.
• Cubemap and AO sampled with
the normal for added detail.
17
Apr 12, 2013 Page
Signed Distance Field example 2
• Describes whether camera is on the surface (value 0) or above or
below it.
• Morphed by other functions, like the wave (sin and cos).
18
Apr 12, 2013 Page
Signed Distance Field example 3
• Sample until reaching back of
the volume to figure out
thickness.
• Dim surface where the volume
is thicker.
19

More Related Content

What's hot

Technologies Used In Graphics Rendering
Technologies Used In Graphics RenderingTechnologies Used In Graphics Rendering
Technologies Used In Graphics RenderingBhupinder Singh
 
Shiny Pixels and Beyond: Real-Time Raytracing at SEED
Shiny Pixels and Beyond: Real-Time Raytracing at SEEDShiny Pixels and Beyond: Real-Time Raytracing at SEED
Shiny Pixels and Beyond: Real-Time Raytracing at SEEDElectronic Arts / DICE
 
Mobile crossplatformchallenges siggraph
Mobile crossplatformchallenges siggraphMobile crossplatformchallenges siggraph
Mobile crossplatformchallenges siggraphJP Lee
 
HPG 2018 - Game Ray Tracing: State-of-the-Art and Open Problems
HPG 2018 - Game Ray Tracing: State-of-the-Art and Open ProblemsHPG 2018 - Game Ray Tracing: State-of-the-Art and Open Problems
HPG 2018 - Game Ray Tracing: State-of-the-Art and Open ProblemsElectronic Arts / DICE
 
Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)
Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)
Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)Johan Andersson
 
【Unite Tokyo 2018】『崩壊3rd』開発者が語るアニメ風レンダリングの極意
【Unite Tokyo 2018】『崩壊3rd』開発者が語るアニメ風レンダリングの極意【Unite Tokyo 2018】『崩壊3rd』開発者が語るアニメ風レンダリングの極意
【Unite Tokyo 2018】『崩壊3rd』開発者が語るアニメ風レンダリングの極意UnityTechnologiesJapan002
 

What's hot (6)

Technologies Used In Graphics Rendering
Technologies Used In Graphics RenderingTechnologies Used In Graphics Rendering
Technologies Used In Graphics Rendering
 
Shiny Pixels and Beyond: Real-Time Raytracing at SEED
Shiny Pixels and Beyond: Real-Time Raytracing at SEEDShiny Pixels and Beyond: Real-Time Raytracing at SEED
Shiny Pixels and Beyond: Real-Time Raytracing at SEED
 
Mobile crossplatformchallenges siggraph
Mobile crossplatformchallenges siggraphMobile crossplatformchallenges siggraph
Mobile crossplatformchallenges siggraph
 
HPG 2018 - Game Ray Tracing: State-of-the-Art and Open Problems
HPG 2018 - Game Ray Tracing: State-of-the-Art and Open ProblemsHPG 2018 - Game Ray Tracing: State-of-the-Art and Open Problems
HPG 2018 - Game Ray Tracing: State-of-the-Art and Open Problems
 
Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)
Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)
Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)
 
【Unite Tokyo 2018】『崩壊3rd』開発者が語るアニメ風レンダリングの極意
【Unite Tokyo 2018】『崩壊3rd』開発者が語るアニメ風レンダリングの極意【Unite Tokyo 2018】『崩壊3rd』開発者が語るアニメ風レンダリングの極意
【Unite Tokyo 2018】『崩壊3rd』開発者が語るアニメ風レンダリングの極意
 

Similar to [UniteKorea2013] Butterfly Effect DX11

Uncharted3 effect technique
Uncharted3 effect techniqueUncharted3 effect technique
Uncharted3 effect techniqueMinGeun Park
 
Mobile crossplatformchallenges siggraph
Mobile crossplatformchallenges siggraphMobile crossplatformchallenges siggraph
Mobile crossplatformchallenges siggraphchangehee lee
 
NVIDIA effects GDC09
NVIDIA effects GDC09NVIDIA effects GDC09
NVIDIA effects GDC09IGDA_London
 
Practical and Robust Stenciled Shadow Volumes for Hardware-Accelerated Rendering
Practical and Robust Stenciled Shadow Volumes for Hardware-Accelerated RenderingPractical and Robust Stenciled Shadow Volumes for Hardware-Accelerated Rendering
Practical and Robust Stenciled Shadow Volumes for Hardware-Accelerated RenderingMark Kilgard
 
The Technology Behind the DirectX 11 Unreal Engine"Samaritan" Demo
The Technology Behind the DirectX 11 Unreal Engine"Samaritan" DemoThe Technology Behind the DirectX 11 Unreal Engine"Samaritan" Demo
The Technology Behind the DirectX 11 Unreal Engine"Samaritan" Demodrandom
 
Epic_GDC2011_Samaritan
Epic_GDC2011_SamaritanEpic_GDC2011_Samaritan
Epic_GDC2011_SamaritanMinGeun Park
 
Developing Next-Generation Games with Stage3D (Molehill)
Developing Next-Generation Games with Stage3D (Molehill) Developing Next-Generation Games with Stage3D (Molehill)
Developing Next-Generation Games with Stage3D (Molehill) Jean-Philippe Doiron
 
Use Variable Rate Shading (VRS) to Improve the User Experience in Real-Time G...
Use Variable Rate Shading (VRS) to Improve the User Experience in Real-Time G...Use Variable Rate Shading (VRS) to Improve the User Experience in Real-Time G...
Use Variable Rate Shading (VRS) to Improve the User Experience in Real-Time G...Intel® Software
 
Improving Shadows and Reflections via the Stencil Buffer
Improving Shadows and Reflections via the Stencil BufferImproving Shadows and Reflections via the Stencil Buffer
Improving Shadows and Reflections via the Stencil BufferMark Kilgard
 
Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing...
Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing...Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing...
Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing...Johan Andersson
 
Introduction to 3D Computer Vision and Differentiable Rendering
Introduction to 3D Computer Vision and Differentiable RenderingIntroduction to 3D Computer Vision and Differentiable Rendering
Introduction to 3D Computer Vision and Differentiable RenderingPreferred Networks
 
SIGGRAPH Asia 2012 Exhibitor Talk: OpenGL 4.3 and Beyond
SIGGRAPH Asia 2012 Exhibitor Talk: OpenGL 4.3 and BeyondSIGGRAPH Asia 2012 Exhibitor Talk: OpenGL 4.3 and Beyond
SIGGRAPH Asia 2012 Exhibitor Talk: OpenGL 4.3 and BeyondMark Kilgard
 
Layar - 3D Content Creation Tips and Tricks
Layar - 3D Content Creation Tips and TricksLayar - 3D Content Creation Tips and Tricks
Layar - 3D Content Creation Tips and TricksLayar
 
Cloud Graphical Rendering: A New Paradigm
Cloud Graphical Rendering:  A New ParadigmCloud Graphical Rendering:  A New Paradigm
Cloud Graphical Rendering: A New ParadigmJoel Isaacson
 
Itcs 4120 introduction (c)
Itcs 4120 introduction (c)Itcs 4120 introduction (c)
Itcs 4120 introduction (c)yaminigoyal
 
Amd future of gp us - campus party
Amd   future of gp us - campus partyAmd   future of gp us - campus party
Amd future of gp us - campus partyCampus Party Brasil
 
Open GL for Mobile UI
Open GL for Mobile UIOpen GL for Mobile UI
Open GL for Mobile UIAnil N
 

Similar to [UniteKorea2013] Butterfly Effect DX11 (20)

Uncharted3 effect technique
Uncharted3 effect techniqueUncharted3 effect technique
Uncharted3 effect technique
 
Mobile crossplatformchallenges siggraph
Mobile crossplatformchallenges siggraphMobile crossplatformchallenges siggraph
Mobile crossplatformchallenges siggraph
 
NVIDIA effects GDC09
NVIDIA effects GDC09NVIDIA effects GDC09
NVIDIA effects GDC09
 
Practical and Robust Stenciled Shadow Volumes for Hardware-Accelerated Rendering
Practical and Robust Stenciled Shadow Volumes for Hardware-Accelerated RenderingPractical and Robust Stenciled Shadow Volumes for Hardware-Accelerated Rendering
Practical and Robust Stenciled Shadow Volumes for Hardware-Accelerated Rendering
 
The Technology Behind the DirectX 11 Unreal Engine"Samaritan" Demo
The Technology Behind the DirectX 11 Unreal Engine"Samaritan" DemoThe Technology Behind the DirectX 11 Unreal Engine"Samaritan" Demo
The Technology Behind the DirectX 11 Unreal Engine"Samaritan" Demo
 
Epic_GDC2011_Samaritan
Epic_GDC2011_SamaritanEpic_GDC2011_Samaritan
Epic_GDC2011_Samaritan
 
SolidWorks Assignment Help
SolidWorks Assignment HelpSolidWorks Assignment Help
SolidWorks Assignment Help
 
Developing Next-Generation Games with Stage3D (Molehill)
Developing Next-Generation Games with Stage3D (Molehill) Developing Next-Generation Games with Stage3D (Molehill)
Developing Next-Generation Games with Stage3D (Molehill)
 
Use Variable Rate Shading (VRS) to Improve the User Experience in Real-Time G...
Use Variable Rate Shading (VRS) to Improve the User Experience in Real-Time G...Use Variable Rate Shading (VRS) to Improve the User Experience in Real-Time G...
Use Variable Rate Shading (VRS) to Improve the User Experience in Real-Time G...
 
Krishna
KrishnaKrishna
Krishna
 
Improving Shadows and Reflections via the Stencil Buffer
Improving Shadows and Reflections via the Stencil BufferImproving Shadows and Reflections via the Stencil Buffer
Improving Shadows and Reflections via the Stencil Buffer
 
Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing...
Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing...Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing...
Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing...
 
Introduction to 3D Computer Vision and Differentiable Rendering
Introduction to 3D Computer Vision and Differentiable RenderingIntroduction to 3D Computer Vision and Differentiable Rendering
Introduction to 3D Computer Vision and Differentiable Rendering
 
SIGGRAPH Asia 2012 Exhibitor Talk: OpenGL 4.3 and Beyond
SIGGRAPH Asia 2012 Exhibitor Talk: OpenGL 4.3 and BeyondSIGGRAPH Asia 2012 Exhibitor Talk: OpenGL 4.3 and Beyond
SIGGRAPH Asia 2012 Exhibitor Talk: OpenGL 4.3 and Beyond
 
Layar - 3D Content Creation Tips and Tricks
Layar - 3D Content Creation Tips and TricksLayar - 3D Content Creation Tips and Tricks
Layar - 3D Content Creation Tips and Tricks
 
Masked Occlusion Culling
Masked Occlusion CullingMasked Occlusion Culling
Masked Occlusion Culling
 
Cloud Graphical Rendering: A New Paradigm
Cloud Graphical Rendering:  A New ParadigmCloud Graphical Rendering:  A New Paradigm
Cloud Graphical Rendering: A New Paradigm
 
Itcs 4120 introduction (c)
Itcs 4120 introduction (c)Itcs 4120 introduction (c)
Itcs 4120 introduction (c)
 
Amd future of gp us - campus party
Amd   future of gp us - campus partyAmd   future of gp us - campus party
Amd future of gp us - campus party
 
Open GL for Mobile UI
Open GL for Mobile UIOpen GL for Mobile UI
Open GL for Mobile UI
 

More from William Hugo Yang

[UniteKorea2013] Protecting your Android content
[UniteKorea2013] Protecting your Android content[UniteKorea2013] Protecting your Android content
[UniteKorea2013] Protecting your Android contentWilliam Hugo Yang
 
[UniteKorea2013] Serialization in Depth
[UniteKorea2013] Serialization in Depth[UniteKorea2013] Serialization in Depth
[UniteKorea2013] Serialization in DepthWilliam Hugo Yang
 
[UniteKorea2013] Memory profiling in Unity
[UniteKorea2013] Memory profiling in Unity[UniteKorea2013] Memory profiling in Unity
[UniteKorea2013] Memory profiling in UnityWilliam Hugo Yang
 
[UniteKorea2013] Unity Hacks
[UniteKorea2013] Unity Hacks[UniteKorea2013] Unity Hacks
[UniteKorea2013] Unity HacksWilliam Hugo Yang
 
[UniteKorea2013] The Unity Rendering Pipeline
[UniteKorea2013] The Unity Rendering Pipeline[UniteKorea2013] The Unity Rendering Pipeline
[UniteKorea2013] The Unity Rendering PipelineWilliam Hugo Yang
 
[UniteKorea2013] Art tips and tricks
[UniteKorea2013] Art tips and tricks[UniteKorea2013] Art tips and tricks
[UniteKorea2013] Art tips and tricksWilliam Hugo Yang
 
[UniteKorea2013] 2D content workflows
[UniteKorea2013] 2D content workflows[UniteKorea2013] 2D content workflows
[UniteKorea2013] 2D content workflowsWilliam Hugo Yang
 

More from William Hugo Yang (7)

[UniteKorea2013] Protecting your Android content
[UniteKorea2013] Protecting your Android content[UniteKorea2013] Protecting your Android content
[UniteKorea2013] Protecting your Android content
 
[UniteKorea2013] Serialization in Depth
[UniteKorea2013] Serialization in Depth[UniteKorea2013] Serialization in Depth
[UniteKorea2013] Serialization in Depth
 
[UniteKorea2013] Memory profiling in Unity
[UniteKorea2013] Memory profiling in Unity[UniteKorea2013] Memory profiling in Unity
[UniteKorea2013] Memory profiling in Unity
 
[UniteKorea2013] Unity Hacks
[UniteKorea2013] Unity Hacks[UniteKorea2013] Unity Hacks
[UniteKorea2013] Unity Hacks
 
[UniteKorea2013] The Unity Rendering Pipeline
[UniteKorea2013] The Unity Rendering Pipeline[UniteKorea2013] The Unity Rendering Pipeline
[UniteKorea2013] The Unity Rendering Pipeline
 
[UniteKorea2013] Art tips and tricks
[UniteKorea2013] Art tips and tricks[UniteKorea2013] Art tips and tricks
[UniteKorea2013] Art tips and tricks
 
[UniteKorea2013] 2D content workflows
[UniteKorea2013] 2D content workflows[UniteKorea2013] 2D content workflows
[UniteKorea2013] 2D content workflows
 

Recently uploaded

Exploring Multimodal Embeddings with Milvus
Exploring Multimodal Embeddings with MilvusExploring Multimodal Embeddings with Milvus
Exploring Multimodal Embeddings with MilvusZilliz
 
Strategize a Smooth Tenant-to-tenant Migration and Copilot Takeoff
Strategize a Smooth Tenant-to-tenant Migration and Copilot TakeoffStrategize a Smooth Tenant-to-tenant Migration and Copilot Takeoff
Strategize a Smooth Tenant-to-tenant Migration and Copilot Takeoffsammart93
 
Artificial Intelligence Chap.5 : Uncertainty
Artificial Intelligence Chap.5 : UncertaintyArtificial Intelligence Chap.5 : Uncertainty
Artificial Intelligence Chap.5 : UncertaintyKhushali Kathiriya
 
Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...
Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...
Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...apidays
 
Modular Monolith - a Practical Alternative to Microservices @ Devoxx UK 2024
Modular Monolith - a Practical Alternative to Microservices @ Devoxx UK 2024Modular Monolith - a Practical Alternative to Microservices @ Devoxx UK 2024
Modular Monolith - a Practical Alternative to Microservices @ Devoxx UK 2024Victor Rentea
 
Rising Above_ Dubai Floods and the Fortitude of Dubai International Airport.pdf
Rising Above_ Dubai Floods and the Fortitude of Dubai International Airport.pdfRising Above_ Dubai Floods and the Fortitude of Dubai International Airport.pdf
Rising Above_ Dubai Floods and the Fortitude of Dubai International Airport.pdfOrbitshub
 
MINDCTI Revenue Release Quarter One 2024
MINDCTI Revenue Release Quarter One 2024MINDCTI Revenue Release Quarter One 2024
MINDCTI Revenue Release Quarter One 2024MIND CTI
 
Strategies for Landing an Oracle DBA Job as a Fresher
Strategies for Landing an Oracle DBA Job as a FresherStrategies for Landing an Oracle DBA Job as a Fresher
Strategies for Landing an Oracle DBA Job as a FresherRemote DBA Services
 
MS Copilot expands with MS Graph connectors
MS Copilot expands with MS Graph connectorsMS Copilot expands with MS Graph connectors
MS Copilot expands with MS Graph connectorsNanddeep Nachan
 
Apidays New York 2024 - Scaling API-first by Ian Reasor and Radu Cotescu, Adobe
Apidays New York 2024 - Scaling API-first by Ian Reasor and Radu Cotescu, AdobeApidays New York 2024 - Scaling API-first by Ian Reasor and Radu Cotescu, Adobe
Apidays New York 2024 - Scaling API-first by Ian Reasor and Radu Cotescu, Adobeapidays
 
TrustArc Webinar - Unlock the Power of AI-Driven Data Discovery
TrustArc Webinar - Unlock the Power of AI-Driven Data DiscoveryTrustArc Webinar - Unlock the Power of AI-Driven Data Discovery
TrustArc Webinar - Unlock the Power of AI-Driven Data DiscoveryTrustArc
 
Why Teams call analytics are critical to your entire business
Why Teams call analytics are critical to your entire businessWhy Teams call analytics are critical to your entire business
Why Teams call analytics are critical to your entire businesspanagenda
 
How to Troubleshoot Apps for the Modern Connected Worker
How to Troubleshoot Apps for the Modern Connected WorkerHow to Troubleshoot Apps for the Modern Connected Worker
How to Troubleshoot Apps for the Modern Connected WorkerThousandEyes
 
Introduction to Multilingual Retrieval Augmented Generation (RAG)
Introduction to Multilingual Retrieval Augmented Generation (RAG)Introduction to Multilingual Retrieval Augmented Generation (RAG)
Introduction to Multilingual Retrieval Augmented Generation (RAG)Zilliz
 
ProductAnonymous-April2024-WinProductDiscovery-MelissaKlemke
ProductAnonymous-April2024-WinProductDiscovery-MelissaKlemkeProductAnonymous-April2024-WinProductDiscovery-MelissaKlemke
ProductAnonymous-April2024-WinProductDiscovery-MelissaKlemkeProduct Anonymous
 
EMPOWERMENT TECHNOLOGY GRADE 11 QUARTER 2 REVIEWER
EMPOWERMENT TECHNOLOGY GRADE 11 QUARTER 2 REVIEWEREMPOWERMENT TECHNOLOGY GRADE 11 QUARTER 2 REVIEWER
EMPOWERMENT TECHNOLOGY GRADE 11 QUARTER 2 REVIEWERMadyBayot
 
Vector Search -An Introduction in Oracle Database 23ai.pptx
Vector Search -An Introduction in Oracle Database 23ai.pptxVector Search -An Introduction in Oracle Database 23ai.pptx
Vector Search -An Introduction in Oracle Database 23ai.pptxRemote DBA Services
 
presentation ICT roal in 21st century education
presentation ICT roal in 21st century educationpresentation ICT roal in 21st century education
presentation ICT roal in 21st century educationjfdjdjcjdnsjd
 

Recently uploaded (20)

+971581248768>> SAFE AND ORIGINAL ABORTION PILLS FOR SALE IN DUBAI AND ABUDHA...
+971581248768>> SAFE AND ORIGINAL ABORTION PILLS FOR SALE IN DUBAI AND ABUDHA...+971581248768>> SAFE AND ORIGINAL ABORTION PILLS FOR SALE IN DUBAI AND ABUDHA...
+971581248768>> SAFE AND ORIGINAL ABORTION PILLS FOR SALE IN DUBAI AND ABUDHA...
 
Exploring Multimodal Embeddings with Milvus
Exploring Multimodal Embeddings with MilvusExploring Multimodal Embeddings with Milvus
Exploring Multimodal Embeddings with Milvus
 
Strategize a Smooth Tenant-to-tenant Migration and Copilot Takeoff
Strategize a Smooth Tenant-to-tenant Migration and Copilot TakeoffStrategize a Smooth Tenant-to-tenant Migration and Copilot Takeoff
Strategize a Smooth Tenant-to-tenant Migration and Copilot Takeoff
 
Artificial Intelligence Chap.5 : Uncertainty
Artificial Intelligence Chap.5 : UncertaintyArtificial Intelligence Chap.5 : Uncertainty
Artificial Intelligence Chap.5 : Uncertainty
 
Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...
Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...
Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...
 
Modular Monolith - a Practical Alternative to Microservices @ Devoxx UK 2024
Modular Monolith - a Practical Alternative to Microservices @ Devoxx UK 2024Modular Monolith - a Practical Alternative to Microservices @ Devoxx UK 2024
Modular Monolith - a Practical Alternative to Microservices @ Devoxx UK 2024
 
Understanding the FAA Part 107 License ..
Understanding the FAA Part 107 License ..Understanding the FAA Part 107 License ..
Understanding the FAA Part 107 License ..
 
Rising Above_ Dubai Floods and the Fortitude of Dubai International Airport.pdf
Rising Above_ Dubai Floods and the Fortitude of Dubai International Airport.pdfRising Above_ Dubai Floods and the Fortitude of Dubai International Airport.pdf
Rising Above_ Dubai Floods and the Fortitude of Dubai International Airport.pdf
 
MINDCTI Revenue Release Quarter One 2024
MINDCTI Revenue Release Quarter One 2024MINDCTI Revenue Release Quarter One 2024
MINDCTI Revenue Release Quarter One 2024
 
Strategies for Landing an Oracle DBA Job as a Fresher
Strategies for Landing an Oracle DBA Job as a FresherStrategies for Landing an Oracle DBA Job as a Fresher
Strategies for Landing an Oracle DBA Job as a Fresher
 
MS Copilot expands with MS Graph connectors
MS Copilot expands with MS Graph connectorsMS Copilot expands with MS Graph connectors
MS Copilot expands with MS Graph connectors
 
Apidays New York 2024 - Scaling API-first by Ian Reasor and Radu Cotescu, Adobe
Apidays New York 2024 - Scaling API-first by Ian Reasor and Radu Cotescu, AdobeApidays New York 2024 - Scaling API-first by Ian Reasor and Radu Cotescu, Adobe
Apidays New York 2024 - Scaling API-first by Ian Reasor and Radu Cotescu, Adobe
 
TrustArc Webinar - Unlock the Power of AI-Driven Data Discovery
TrustArc Webinar - Unlock the Power of AI-Driven Data DiscoveryTrustArc Webinar - Unlock the Power of AI-Driven Data Discovery
TrustArc Webinar - Unlock the Power of AI-Driven Data Discovery
 
Why Teams call analytics are critical to your entire business
Why Teams call analytics are critical to your entire businessWhy Teams call analytics are critical to your entire business
Why Teams call analytics are critical to your entire business
 
How to Troubleshoot Apps for the Modern Connected Worker
How to Troubleshoot Apps for the Modern Connected WorkerHow to Troubleshoot Apps for the Modern Connected Worker
How to Troubleshoot Apps for the Modern Connected Worker
 
Introduction to Multilingual Retrieval Augmented Generation (RAG)
Introduction to Multilingual Retrieval Augmented Generation (RAG)Introduction to Multilingual Retrieval Augmented Generation (RAG)
Introduction to Multilingual Retrieval Augmented Generation (RAG)
 
ProductAnonymous-April2024-WinProductDiscovery-MelissaKlemke
ProductAnonymous-April2024-WinProductDiscovery-MelissaKlemkeProductAnonymous-April2024-WinProductDiscovery-MelissaKlemke
ProductAnonymous-April2024-WinProductDiscovery-MelissaKlemke
 
EMPOWERMENT TECHNOLOGY GRADE 11 QUARTER 2 REVIEWER
EMPOWERMENT TECHNOLOGY GRADE 11 QUARTER 2 REVIEWEREMPOWERMENT TECHNOLOGY GRADE 11 QUARTER 2 REVIEWER
EMPOWERMENT TECHNOLOGY GRADE 11 QUARTER 2 REVIEWER
 
Vector Search -An Introduction in Oracle Database 23ai.pptx
Vector Search -An Introduction in Oracle Database 23ai.pptxVector Search -An Introduction in Oracle Database 23ai.pptx
Vector Search -An Introduction in Oracle Database 23ai.pptx
 
presentation ICT roal in 21st century education
presentation ICT roal in 21st century educationpresentation ICT roal in 21st century education
presentation ICT roal in 21st century education
 

[UniteKorea2013] Butterfly Effect DX11

  • 1. Butterfly Effect DirectX 11 graphic features Erland Körner, Technical Artist, Unity Sweden
  • 2. Apr 12, 2013 Page Who am I?! • I am Erland Körner • Unity Stockholm, Sweden • Graphic Artist on demo-team • 2 decades AAA background. EA/DICE - Battlefield and Mirrors Edge. 2
  • 3. Apr 12, 2013 Page Unity DirectX11 Butterfly Effect 3
  • 4. Apr 12, 2013 Page Unity DirectX11 Summed up • Realtime shortfilm using Unity. Research project. • Unity, Passion Pictures and Nvidia. • ˜25 CG Artists (0 Unity experience), ˜5 Programmers during 14 weeks production time. • 40GB Data, 40 scenes, 130 shots. Using Unity CacheServer. • DirectX 11 and 64bit Editor. 4
  • 5. Apr 12, 2013 Page Unity DirectX11 Usages in Butterfly effect • DX11 = Collection of Windows multimedia API’s for games. Available in Unity 4.x. • DirectX 11 broadens visual (GPU) scope and fidelity. Eases efforts. • Compute shaders, Tessellation and 3D Textures • Enabling us to have Physically based, energy conservative shaders on environment, skin and eyes • ...Hair rendering and tessellation • ...Full screen Post Processing • ...Volumetric explosions 5
  • 6. Apr 12, 2013 Page Unity DirectX11 Compute shader example 1 • +1 million particles in Unity • Fully simulated on the GPU, hardly no pressure on CPU. • GPU buffer position and velocity. • Each particle is a generated billboard. 6
  • 7. Apr 12, 2013 Page Unity DirectX11 Compute shader example 2 • Fluid simulation. • Works on 3D textures and performs simulation. • Texture describes the density and velocity. • To show the result the density 3D texture is raymarched. • A gradient texture is also sampled to provide different color depending on volume thickness. 7
  • 8. Apr 12, 2013 Page Unity DirectX11 Physically based shaders • Inspired by Mental Ray “Architectural” (MIA) shader • High quality offline rendering • Suitable for hard-surface materials • Familiar and intuitive to CG / non-game artists. • THE shader for everything!!! • Energy conserving - Material follows laws of physics! 8
  • 9. Apr 12, 2013 Page Unity DirectX11 Skin Rendering • Physically based shading. • Mimics offline SSS rendering tools. Top, epidermis and subdermal skin layers. • Renders lighting, then blurs, combines, and adds top- and 2 spec layers. • Back scatter, based on translucency layers. Adds intensities into sublayer. Indirect light from spherical harmonics. • Catmull-Clark Subdivision, not directly Dx11 tessellation. 9
  • 10. Apr 12, 2013 Page Unity DirectX11 Hair and Tessellation • System designed to be similar to offline systems. • Geometry shader. Rendered using DirectX 11 tessellation. • Hardware hair geometry generation. • Hair defined by Emitter mesh and Guide hairs in 3d package. 10
  • 11. Apr 12, 2013 Page Unity DirectX11 Filmic Post-Effects breakdown • Heavy amounts of Post- processing in every shot! • ...Motionblur (Velocity blur) • ...Depth Of Field and Bokeh shapes • ...Photographic tonemapping • ...Bloom (HDR, Specular highlights and sun reflections) 11
  • 12. Apr 12, 2013 Page Unity DirectX11 Filmic Post-Effects breakdown • ...Color correction (3D LUT) • ...RGB channel Noise and grain • ...Lens distortion • ..HBAO (Horizon Based Ambient Occlusion) • Some already added to Unity 4.1... 12
  • 13. Apr 12, 2013 Page Unity DirectX11 Volumetric Explosions • Fluid simulation expensive and hard to control. • Procedural techniques are practical on current-gen hardware. • Fast render volume renderer. • Can calculate normal as gradient of distance field, for lighting. Gives AO approximations. • Detail added by offset with “pyroclastic” (Perlin) noise. Shade based on displacement amount. 13
  • 14. Apr 12, 2013 Page Thanks and credits • Renaldas Zioma, Aras Pranckevičius, Ole Ciliox, Paulius Liekis, Stefan Sandberg at Unity • Simon Green, Jon Jansen an everyone involved of Nvidia • Passion Pictures 14
  • 16. Apr 12, 2013 Page Unity DirectX11 Opacity Mapping example • Fourier Opacity Mapping, for rendering self-shadowing effects. • DX11 Tessellation, for acceleration. 16
  • 17. Apr 12, 2013 Page Signed Distance Field example 1 • Similar approach as volumetric explosions. • Julia fractal. Distance Fields are surfaces defined mathematically. • For each pixel touched is raymarched a function that describes the fractal. • Cubemap and AO sampled with the normal for added detail. 17
  • 18. Apr 12, 2013 Page Signed Distance Field example 2 • Describes whether camera is on the surface (value 0) or above or below it. • Morphed by other functions, like the wave (sin and cos). 18
  • 19. Apr 12, 2013 Page Signed Distance Field example 3 • Sample until reaching back of the volume to figure out thickness. • Dim surface where the volume is thicker. 19