 This subtitle is 20 points  Bullets are blue  They have 110% line spacing, 2 points before & after  Longer bullets in the form of a paragraph are.

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Presentation transcript:

 This subtitle is 20 points  Bullets are blue  They have 110% line spacing, 2 points before & after  Longer bullets in the form of a paragraph are harder to read if there is insufficient line spacing. This is the maximum recommended number of lines per slide (seven).  Sub bullets look like this

 This subtitle is 20 points  Bullets are blue  They have 110% line spacing, 2 points before & after  Longer bullets in the form of a paragraph are harder to read if there is insufficient line spacing. This is the maximum recommended number of lines per slide (seven).  Sub bullets look like this Local Image-based Lighting With Parallax-corrected Cubemap Sébastien Lagarde, Antoine Zanuttini DONTNOD Entertainment

 This subtitle is 20 points  Bullets are blue  They have 110% line spacing, 2 points before & after  Longer bullets in the form of a paragraph are harder to read if there is insufficient line spacing. This is the maximum recommended number of lines per slide (seven).  Sub bullets look like this Image-based Lighting

 This subtitle is 20 points  Bullets are blue  They have 110% line spacing, 2 points before & after  Longer bullets in the form of a paragraph are harder to read if there is insufficient line spacing. This is the maximum recommended number of lines per slide (seven).  Sub bullets look like this Distant IBL  Infinite cubemap  Distant lighting  No position  Hand authored  Camera-based  Contributes to all objects  Smooth lighting transition Offline Runtime

 This subtitle is 20 points  Bullets are blue  They have 110% line spacing, 2 points before & after  Longer bullets in the form of a paragraph are harder to read if there is insufficient line spacing. This is the maximum recommended number of lines per slide (seven).  Sub bullets look like this Local IBL  Local cubemap  Local lighting  Position  In-engine generated  Object-based  Contribute to nearest objects  Lighting seams  Parallax issue Runtime Offline

 This subtitle is 20 points  Bullets are blue  They have 110% line spacing, 2 points before & after  Longer bullets in the form of a paragraph are harder to read if there is insufficient line spacing. This is the maximum recommended number of lines per slide (seven).  Sub bullets look like this Local IBL  Lighting seams  Parallax issue

 This subtitle is 20 points  Bullets are blue  They have 110% line spacing, 2 points before & after  Longer bullets in the form of a paragraph are harder to read if there is insufficient line spacing. This is the maximum recommended number of lines per slide (seven).  Sub bullets look like this Our Local Image-based Lighting Approach

 This subtitle is 20 points  Bullets are blue  They have 110% line spacing, 2 points before & after  Longer bullets in the form of a paragraph are harder to read if there is insufficient line spacing. This is the maximum recommended number of lines per slide (seven).  Sub bullets look like this Our Local IBL Approach  Mix of local cubemaps  Position  Local lighting  In-engine generated  Point of interest - based  Contribute to all objects  No lighting seams  Still parallax issue Offline Runtime

 This subtitle is 20 points  Bullets are blue  They have 110% line spacing, 2 points before & after  Longer bullets in the form of a paragraph are harder to read if there is insufficient line spacing. This is the maximum recommended number of lines per slide (seven).  Sub bullets look like this Our Local IBL Approach  No lighting seams anymore  But still have parallax issue  And introduce error with distant objects

 This subtitle is 20 points  Bullets are blue  They have 110% line spacing, 2 points before & after  Longer bullets in the form of a paragraph are harder to read if there is insufficient line spacing. This is the maximum recommended number of lines per slide (seven).  Sub bullets look like this Parallax-corrected Cubemap in Object’s shader

 This subtitle is 20 points  Bullets are blue  They have 110% line spacing, 2 points before & after  Longer bullets in the form of a paragraph are harder to read if there is insufficient line spacing. This is the maximum recommended number of lines per slide (seven).  Sub bullets look like this Parallax-corrected Cubemap

 This subtitle is 20 points  Bullets are blue  They have 110% line spacing, 2 points before & after  Longer bullets in the form of a paragraph are harder to read if there is insufficient line spacing. This is the maximum recommended number of lines per slide (seven).  Sub bullets look like this Parallax-corrected Cubemap  Simple algorithm to minimize parallax issue on GPU  Artists define box volume  Intersect a volume and correct the reflection vector  We just reinvented the wheel!  Kevin Bjorke, GPU Gems  Bartosz Czuba, Gamedev.net forums

 This subtitle is 20 points  Bullets are blue  They have 110% line spacing, 2 points before & after  Longer bullets in the form of a paragraph are harder to read if there is insufficient line spacing. This is the maximum recommended number of lines per slide (seven).  Sub bullets look like this Parallax-corrected Cubemap  Works well on all kind of surfaces but…costly  OBB geometry proxy : ~21 instructions  For one parallax-corrected cubemap  Cheaper approximation exists  NVIDIA / ATI demo  Pseudo code D = normalize(K * (Pp - C) + R)

 This subtitle is 20 points  Bullets are blue  They have 110% line spacing, 2 points before & after  Longer bullets in the form of a paragraph are harder to read if there is insufficient line spacing. This is the maximum recommended number of lines per slide (seven).  Sub bullets look like this Parallax-corrected Cubemap

 This subtitle is 20 points  Bullets are blue  They have 110% line spacing, 2 points before & after  Longer bullets in the form of a paragraph are harder to read if there is insufficient line spacing. This is the maximum recommended number of lines per slide (seven).  Sub bullets look like this Parallax-corrected Cubemap Scene rendering Object’s Shader with cubemaps parallax correction Object’shader Scene rendering Mixing step with cubemaps parallax correction

 This subtitle is 20 points  Bullets are blue  They have 110% line spacing, 2 points before & after  Longer bullets in the form of a paragraph are harder to read if there is insufficient line spacing. This is the maximum recommended number of lines per slide (seven).  Sub bullets look like this Parallax-corrected Cubemap Mixing Step

 This subtitle is 20 points  Bullets are blue  They have 110% line spacing, 2 points before & after  Longer bullets in the form of a paragraph are harder to read if there is insufficient line spacing. This is the maximum recommended number of lines per slide (seven).  Sub bullets look like this Parallax-corrected Cubemap  No pixel positions  Add a reflection plane  Parallax correction is based on camera, geometry proxy and reflection plane  For current point of view

 This subtitle is 20 points  Bullets are blue  They have 110% line spacing, 2 points before & after  Longer bullets in the form of a paragraph are harder to read if there is insufficient line spacing. This is the maximum recommended number of lines per slide (seven).  Sub bullets look like this Parallax-corrected Cubemap // Intersection with OBB convert to unit box space float3 RayWS = normalize(GetCubeDir(...)); // Current direction float3 RayLS = mul((float3x3)WorldToLocal, RayWS); float3 ReflCameraLS = mul(WorldToLocal, ReflCameraWS); // Can be precalc // Same code as before but for ReflCameraLS and with unit box float3 Unitary = float3(1.0f, 1.0f, 1.0f); float3 FirstPlaneIntersect= (Unitary - ReflCameraLS) / RayLS; float3 SecondPlaneIntersect = (-Unitary - ReflCameraLS) / RayLS; float3 FurthestPlane = max(FirstPlaneIntersect, SecondPlaneIntersect); float Distance = min(FurthestPlane.x, min(FurthestPlane.y, FurthestPlane.z)); // Use Distance in WS directly to recover intersection float3 IntersectPositionWS = ReflCameraWS + RayWS * Distance; float3 ReflDirectionWS = IntersectPositionWS - CubemapPositionWS; return texCUBE(envMap, ReflDirectionWS);

 This subtitle is 20 points  Bullets are blue  They have 110% line spacing, 2 points before & after  Longer bullets in the form of a paragraph are harder to read if there is insufficient line spacing. This is the maximum recommended number of lines per slide (seven).  Sub bullets look like this Parallax-corrected Cubemap  Top-Dow view of a corridor with 3 local cubemaps

 This subtitle is 20 points  Bullets are blue  They have 110% line spacing, 2 points before & after  Longer bullets in the form of a paragraph are harder to read if there is insufficient line spacing. This is the maximum recommended number of lines per slide (seven).  Sub bullets look like this Parallax-corrected Cubemap  Video

 This subtitle is 20 points  Bullets are blue  They have 110% line spacing, 2 points before & after  Longer bullets in the form of a paragraph are harder to read if there is insufficient line spacing. This is the maximum recommended number of lines per slide (seven).  Sub bullets look like this Parallax-corrected Cubemap  With glossy material : Enlarge geometry proxy

 This subtitle is 20 points  Bullets are blue  They have 110% line spacing, 2 points before & after  Longer bullets in the form of a paragraph are harder to read if there is insufficient line spacing. This is the maximum recommended number of lines per slide (seven).  Sub bullets look like this Parallax-corrected Cubemap Reference  Distortion with glossy material Our approximation

 This subtitle is 20 points  Bullets are blue  They have 110% line spacing, 2 points before & after  Longer bullets in the form of a paragraph are harder to read if there is insufficient line spacing. This is the maximum recommended number of lines per slide (seven).  Sub bullets look like this Parallax-corrected Cubemap  Improvement  Rasterizing parallax corrected cubemap  Draw the textured box volume from reflected camera position  No longer restricted to box/sphere volume!  Tools for artists to define any convex volume

 This subtitle is 20 points  Bullets are blue  They have 110% line spacing, 2 points before & after  Longer bullets in the form of a paragraph are harder to read if there is insufficient line spacing. This is the maximum recommended number of lines per slide (seven).  Sub bullets look like this Parallax-corrected Cubemap

 This subtitle is 20 points  Bullets are blue  They have 110% line spacing, 2 points before & after  Longer bullets in the form of a paragraph are harder to read if there is insufficient line spacing. This is the maximum recommended number of lines per slide (seven).  Sub bullets look like this Parallax-corrected Cubemap // C++ Matrix Mirror = CreateMirrorMatrix(ReflectionPlaneWS); Vector ReflectedViewPositionWS = Mirror.TransformVector(ViewPositionWS); Matrix View = CalcCubeFaceViewMatrix(FaceIndex, ReflectedViewPositionWS); Matrix ViewProjection = View * Projection; // Shader VertexMain() { float4 PositionWS = mul(LocalToWorld, InPositionOS); float4 PositionSS = mul(ViewProjectionMatrix, PositionWS); OutPosition = PositionSS; OutDirection = PositionWS.xyz - CubemapPositionWS.xyz; // Current direction } PixelMain() { OutColor = texCUBE(CubeTexture, OutDirection); }

 This subtitle is 20 points  Bullets are blue  They have 110% line spacing, 2 points before & after  Longer bullets in the form of a paragraph are harder to read if there is insufficient line spacing. This is the maximum recommended number of lines per slide (seven).  Sub bullets look like this Sum up : Parallax-corrected Cubemap  Planar objects only  Convex volumes  Scalable with number of cubemap  General  Cheap approximation  Per pixel correction  Simple volume (Box/Sphere) # CubePS3 (ms)X360 (ms) Measures for 128x128x6 DXT1 cubemap Measures for 25% / 75% screen coverage # CubePS3 (ms)X360 (ms) / / / / / / 2.27

 This subtitle is 20 points  Bullets are blue  They have 110% line spacing, 2 points before & after  Longer bullets in the form of a paragraph are harder to read if there is insufficient line spacing. This is the maximum recommended number of lines per slide (seven).  Sub bullets look like this Caveats

 This subtitle is 20 points  Bullets are blue  They have 110% line spacing, 2 points before & after  Longer bullets in the form of a paragraph are harder to read if there is insufficient line spacing. This is the maximum recommended number of lines per slide (seven).  Sub bullets look like this Caveats - Distant lighting issues  Accuracy decreases with distance from POI  Provide different solutions to artists  Use ambient lighting information at objects position  Mix with cubemap based on POI distance  Fade cubemap contribution with distance  Helps with performance too  Override cubemap by objects

 This subtitle is 20 points  Bullets are blue  They have 110% line spacing, 2 points before & after  Longer bullets in the form of a paragraph are harder to read if there is insufficient line spacing. This is the maximum recommended number of lines per slide (seven).  Sub bullets look like this Conclusion

 This subtitle is 20 points  Bullets are blue  They have 110% line spacing, 2 points before & after  Longer bullets in the form of a paragraph are harder to read if there is insufficient line spacing. This is the maximum recommended number of lines per slide (seven).  Sub bullets look like this Takeaways  New local IBL approach  Cheap  Replace costly real-time IBL  Several tools in the hands of the artists  To ease smooth lighting transition  To get accurate lighting

 This subtitle is 20 points  Bullets are blue  They have 110% line spacing, 2 points before & after  Longer bullets in the form of a paragraph are harder to read if there is insufficient line spacing. This is the maximum recommended number of lines per slide (seven).  Sub bullets look like this Future  These tools are not enough  We developed others  Described in upcoming GPU pro 4 book to be released at GDC 2013

 This subtitle is 20 points  Bullets are blue  They have 110% line spacing, 2 points before & after  Longer bullets in the form of a paragraph are harder to read if there is insufficient line spacing. This is the maximum recommended number of lines per slide (seven).  Sub bullets look like this Acknowledgments  Frédéric Cros (Lighting artist) for his invaluable help on testing, using and mastering our tools  DONTNOD team  Naty Hoffman for his help with the submission process  Thanks to all my reviewers  Gabriel Ware, Stephen Hill, Laury Michel, Sam Hocevar, Jérôme Banal, Nicolas Serouart, Michel Koch, Brian Karis, Colin Barré- Brisebois

 This subtitle is 20 points  Bullets are blue  They have 110% line spacing, 2 points before & after  Longer bullets in the form of a paragraph are harder to read if there is insufficient line spacing. This is the maximum recommended number of lines per slide (seven).  Sub bullets look like this Questions? Slides available at

 This subtitle is 20 points  Bullets are blue  They have 110% line spacing, 2 points before & after  Longer bullets in the form of a paragraph are harder to read if there is insufficient line spacing. This is the maximum recommended number of lines per slide (seven).  Sub bullets look like this References  McTaggart, “Half-Life 2 Valve Source Shading” Life2_Shading.pdf  Bjorke, “Image based lighting”,  Behc, “Box projected cubemap environment mapping” environment-mapping/

 This subtitle is 20 points  Bullets are blue  They have 110% line spacing, 2 points before & after  Longer bullets in the form of a paragraph are harder to read if there is insufficient line spacing. This is the maximum recommended number of lines per slide (seven).  Sub bullets look like this References  Mad Mod Mike demo, “The Naked Truth Behind NVIDIA’s Demos”, ftp.up.ac.za/mirrors/ GGRAPH/Truth_About_NVIDIA_Demos.pdf  Brennan, “Accurate Environment Mapped Reflections and Refractions by Adjusting for Object Distance”, entMapCorrection.pdf

 This subtitle is 20 points  Bullets are blue  They have 110% line spacing, 2 points before & after  Longer bullets in the form of a paragraph are harder to read if there is insufficient line spacing. This is the maximum recommended number of lines per slide (seven).  Sub bullets look like this Bonus slides

 This subtitle is 20 points  Bullets are blue  They have 110% line spacing, 2 points before & after  Longer bullets in the form of a paragraph are harder to read if there is insufficient line spacing. This is the maximum recommended number of lines per slide (seven).  Sub bullets look like this Our Local IBL Approach  Point of interest (POI)?  Context dependent  Camera  Player  Any character  Dummy location  Animated by a track

 This subtitle is 20 points  Bullets are blue  They have 110% line spacing, 2 points before & after  Longer bullets in the form of a paragraph are harder to read if there is insufficient line spacing. This is the maximum recommended number of lines per slide (seven).  Sub bullets look like this Our Local IBL approach  Influence volume link to local cubemap  Box or sphere  Must overlap  Gather local cubemaps  Based on POI location  Based on cubemap influence volume  Take N nearest volumes Top view

 This subtitle is 20 points  Bullets are blue  They have 110% line spacing, 2 points before & after  Longer bullets in the form of a paragraph are harder to read if there is insufficient line spacing. This is the maximum recommended number of lines per slide (seven).  Sub bullets look like this Blending algorithm  Blending weights rules  100% influence at boundary of inner range  0% influence at boundary of outer range  Smaller influence more important  No overlap of inner range

 This subtitle is 20 points  Bullets are blue  They have 110% line spacing, 2 points before & after  Longer bullets in the form of a paragraph are harder to read if there is insufficient line spacing. This is the maximum recommended number of lines per slide (seven).  Sub bullets look like this Blending algorithm – Pseudo code for (int i = 0; i < NumPrimitive; ++i) { if (In inner range) EarlyOut; if (In outer range) SelectedPrimitive.Add(CurrentPrimitive.GetInfluenceWeights(LocationPOI)); } SelectedPrimitive.Sort(); for (int i = 0; i < NumSelectedPrimitive; ++i) { SumIW += SelectedPrimitive[i]; InvSumIW += (1.0f - SelectedPrimitive[i]); } for (int i = 0; i < NumSelectedPrimitive; ++i) { BlendFactor[i] = (1.0f - (SelectedPrimitive[i] / SumIW)) / (NumSelectedPrimitive - 1); BlendFactor[i] *= ((1.0f - SelectedPrimitive[i]) / InvSumIW); SumBlendFactor += BlendFactor[i]; } // Normalize BlendFactor (...)

 This subtitle is 20 points  Bullets are blue  They have 110% line spacing, 2 points before & after  Longer bullets in the form of a paragraph are harder to read if there is insufficient line spacing. This is the maximum recommended number of lines per slide (seven).  Sub bullets look like this Blending algorithm

 This subtitle is 20 points  Bullets are blue  They have 110% line spacing, 2 points before & after  Longer bullets in the form of a paragraph are harder to read if there is insufficient line spacing. This is the maximum recommended number of lines per slide (seven).  Sub bullets look like this Blending algorithm  Combined on GPU  Multiple shaders  By face  By cubemap number  Blend all mipmaps  For preconcolved cubemap  Use knowledge of hardware texture layout 128^2 DXT1 PS3 (ms) X360 (ms) ^2 DXT1 PS3 (ms) X360 (ms)

 This subtitle is 20 points  Bullets are blue  They have 110% line spacing, 2 points before & after  Longer bullets in the form of a paragraph are harder to read if there is insufficient line spacing. This is the maximum recommended number of lines per slide (seven).  Sub bullets look like this Parallax-corrected Cubemap float3 DirectionWS = PositionWS - CameraWS; float3 ReflDirectionWS = reflect(DirectionWS, NormalWS); // Find the ray intersection with box plane float3 FirstPlaneIntersect = (BoxMax - PositionWS) / ReflDirectionWS; float3 SecondPlaneIntersect = (BoxMin - PositionWS) / ReflDirectionWS; // Get the furthest of these intersections along the ray (Ok because x/0 give +inf and -x/0 give –inf ) float3 FurthestPlane = max(FirstPlaneIntersect, SecondPlaneIntersect); // Find the closest far intersection float Distance = min(min(FurthestPlane.x, FurthestPlane.y), FurthestPlane.z); // Get the intersection position float3 IntersectPositionWS = PositionWS + ReflDirectionWS * Distance; // Get corrected reflection ReflDirectionWS = IntersectPositionWS - CubemapPositionWS; return texCUBE(envMap, ReflDirectionWS);

 This subtitle is 20 points  Bullets are blue  They have 110% line spacing, 2 points before & after  Longer bullets in the form of a paragraph are harder to read if there is insufficient line spacing. This is the maximum recommended number of lines per slide (seven).  Sub bullets look like this Parallax-corrected cubemap

 This subtitle is 20 points  Bullets are blue  They have 110% line spacing, 2 points before & after  Longer bullets in the form of a paragraph are harder to read if there is insufficient line spacing. This is the maximum recommended number of lines per slide (seven).  Sub bullets look like this Parallax-corrected Cubemap  Error analysis  Parallax-corrected cubemap only works for one normal

 This subtitle is 20 points  Bullets are blue  They have 110% line spacing, 2 points before & after  Longer bullets in the form of a paragraph are harder to read if there is insufficient line spacing. This is the maximum recommended number of lines per slide (seven).  Sub bullets look like this This slide has a 16:9 media window