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When Shaders & TexturesCollide Kevin Bjorke NVIDIA Corporation
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Everybody Wants More
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…and Moore’s Law can’t keep up
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Next Gen, New Challenges “If you think you are good enough you have just started your decline.” Simply layering-on more lights or per- pixel lighting doesn’t automatically enhance game play What is “Next-Gen Done Right”? http://developer.nvidia.com
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Painters & Hackers “Art does not reproduce the visible; it makes things visible” – Paul Klee New Harmony, 1936
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Painters & Hackers “Art does not reproduce the visible; it makes things visible” – Paul Klee New Harmony, 1936 “A videogame is not Art” – Hideo Kojima
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Anything Can Be Painted Painting is direct Painting can influence programs, but in hidden ways that may be difficult to visualize Downside: Scales Poorly
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Anything Can Be Programmed Programming is indirect Imagery is often the result of abstract ideas, with little direct control Downside: programmer art
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Great Technical Artists
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Shaping the Subjective Experience Every pixel has the potential and the obligation to be a deliberate choice. © Epic Games
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Why We MIP
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Stage Makeup = LOD Makeup example courtesy Tara Maginnis, http://www.costumes.org
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Stage Makeup = LOD Makeup example courtesy Tara Maginnis, http://www.costumes.org
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Sharpening on MIP levels
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Which Size is the Right Size? UVDetective.fx DEMO
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The Evils Charts Can Do Texture Atlases and charts let us remap any 3D shape to a group of 2D shapes
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The Evils Charts Can Do Texture Atlases and charts let us remap any 3D shape to a group of 2D shapes
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Making Do with Charts The evil you see versus the evil you don’t see
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Normals from Bumps
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MIPs and Normal Maps
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Best Practices: Normal Maps Common, Complex, & Wrong:
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Best Practices: Normal Maps Common, Complex, & Wrong:
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Best Practices: Normal Maps Common, Complex, & Wrong: Easier, Better:
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Color & Depth
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“Facing Ratio”: (N·V) C = lerp(mossColor, texColor, pow(dot(N,V)),expon))
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Color & Depth “Facing Ratio”: (N·V) C = lerp(mossColor, texColor, pow(dot(N,V)),expon))
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Texture Scripts in Photoshop™ “Mipster” DEMO
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Text Mips
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Gratuitous Equation Alert!
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Filtering/AA Lighting
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The Toksvig Factor No sparklies at the edges! Need to choose a fixed phong exponent http://developer.nvidia.com/object/mipmapping_normal_maps.html DEMO
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Nightfall – color control
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Painting a Shader 1D & 2D functions
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Painting a Shader 1D & 2D functions
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Two Pictures = One BRDF +=
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DEMO
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Providing Sensible Controls The most harmonious circumstance comes when these worlds intermesh Everything really great that any of us have done has been the result of teamwork Texture and Shading are both about color control J. Itten, Die Begegnung, 1916
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Brdf_paint Let artists paint the BRDF directly… DEMO
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Hair Functions Use Kajiya-kay.fxh, or… roll your own! GrayscaleColor DEMO Hair direction is… a normal map!
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Directional Painting
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Even More Abstract Textures Textures as animation channels Textures to guide particle animation/ image flow Etc…. SLIDE IN PROGRESS
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Shading to Look Like Painting Anime Shadow Technique Reice with Rounded “Hand-Drawn” Shadow Shading “Reice” courtesy Han dae Hoon, Graphic Factory, Korea
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Render Color and Normals RGBRaw Surface Normals
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Blur the Normals Blur Pass 1: HorizontalBlur Pass 2: Vertical (and optional clip to show form)
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Composite Hard cutoff on blurred normals = “round shadow” Reice with Final rounded shadow outline DEMO
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Pushing Forward You progress not through what has been done, but reaching towards what has yet to be done – Kahlil Ghibran
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Pushing Forward You progress not through what has been done, but reaching towards what has yet to be done – Kahlil Ghibran The market only rewards innovation – Gopal Solanki
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Resources http://developer.nvidia.com GPU Gems series kbjorke@nvidia.com
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