SlideShare a Scribd company logo
Lighting you up in Battlefield 3Kenny Magnusson (DICE)GDC 2011
Agenda:Past:Battlefield and Mirror's edgeWant:The best from both worldsImprovementsReal-time radiosity lighting systemFrostbite 2How:Real time radiosity architectureSmall environmentsLarge environmentsLightsBest practiceConclusion:Summary:
PAST:Battlefield Bad Company Frostbite 1Mirror’s EdgeUnreal Engine 3
PAST:Battlefield Bad Company Frostbite 1Mirror’s EdgeUnreal Engine 3 Forward-renderingNo streamingHemispherical sky/ground light + directional sun light 3 point lighting100% Dynamic shadows, cascaded shadowmaps3 slices, 1024x1024Single (!) point light per objectNo Global IlluminationNo Screen Space Ambient OcclusionStatic sky occlusion maps for buildings & bigger objectsStatic sky occlusion volumes for indoor environments that dynamic objects sampled a single value fromForward-renderingStreamingStatic world / static lightingIlluminate Labs Beast Offline GenerationGlobal 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 objectsCombine most relevant probes to form SH basis for lightingExtract 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:ImprovementsDeferred rendering
WANT:ImprovementsDeferred renderingMore lighting models
WANT:ImprovementsDeferred renderingMore lighting modelsTranslucency
WANT:ImprovementsDeferred renderingMore lighting modelsTranslucencyFaster workflows
WANT:ImprovementsDeferred renderingMore lighting modelsTranslucencyFaster workflowsSimultaneous
WANT:ImprovementsDeferred renderingMore lighting modelsTranslucencyFaster workflowsSimultaneousParticle lighting
WANT:ImprovementsDeferred renderingMore lighting modelsTranslucencyFaster workflowsSimultaneousParticle lightingBloom
WANT:ImprovementsDeferred renderingMore lighting modelsTranslucencyFaster workflowsSimultaneousParticle lightingBloomFilmic Tonemapping
WANT:Real-time radiosity lighting systemEnlightenGeomericsCambridge, UK based. Spun out of Cambridge UniversityCollaborated over many yearsWorks for all platformsPLAYSTATION®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 geometryLarge and inanimateReceive and bounce lightStatic geometryLightprobe lit geometrySmall and organicOnly receive lightCant bounce lightDynamic and static geometry
HOW:
HOW:
HOW:
HOW:Lightmaplit geometry
HOW:Lightmaplit geometryDetail geometry
HOW:Lightmaplit geometryDetail geometryUVs generated by projection
HOW:Lightmaplit geometryDetail geometryUVs generated by projectionNo additional lighting data
HOW:Lightmaplit geometryDetail geometryUVs generated by projectionNo additional lighting data“Off-axis” lighting comes from directional data in lightmap
HOW:Lightmaplit geometryDetail geometryUVs generated by projectionNo additional lighting data“Off-axis” lighting comes from directional data in lightmapTarget geometry
HOW:Lightmaplit geometryDetail geometryUVs generated by projectionNo additional lighting data“Off-axis” lighting comes from directional data in lightmapTarget geometryHas simple UV surface area
HOW:Lightmaplit geometryDetail geometryUVs generated by projectionNo additional lighting data“Off-axis” lighting comes from directional data in lightmapTarget geometryHas simple UV surface areaPoly count is not importantVarious authoring options
HOW:Lightmaplit geometryAuthoring of geometryUVsDetail geometry UVTarget geometry UV
HOW:Detail geometry UVTransferred to the Target geometry UVLightmaplit geometryAuthoring of geometryUVsSurface transfer
HOW:Detail geometry UVTransferred to the Target geometry UVLightmaplit geometryAuthoring of geometryUVsSurface transfer
HOW:Target geometry lightmapLightmaplit geometryAuthoring of geometryUVsSurface transfer
HOW:Target geometry lightmapTransferred to the Detail geometryLightmaplit geometryAuthoring of geometryUVsSurface transfer
HOW:Lightprobelit geometryLightprobe volumes
HOW:Lightprobelit geometryLightprobe volumes
HOW:Lightprobelit geometryLightprobe volumes
HOW:PrecomputeAnalyze the geometry
HOW:Runtime lighting pipelineRadiosity pass (CPU)Update indirect lightmaps and lightprobesGeometry pass (GPU)Store indirect lighting in separate G-bufferLight pass (GPU)Render deferred light sourcesAdd indirect lighting from G-buffer
HOW:Small environmentsSky visibility
HOW:Small environmentsSky visibility Environment maps
HOW:Large environmentsSkylight
HOW:Large environmentsSkylight
HOW:Large environmentsSkylight
HOW:Large environmentsSkylight Terrain
HOW:Large environmentsSkylight Terrain
HOW:Large environmentsSkylight Terrain
HOW:Light
HOW:Light
HOW:Light
HOW:Why is it important to separate some elements in the lighting system?
HOW:Best practiceComplex geometry
HOW:Best practiceComplex geometryStatic radiosity maps
HOW:Best practiceComplex geometryStatic radiosity mapsReal-time
HOW:Best practiceComplex geometryStatic radiosity mapsReal-timeStreaming
HOW:Best practiceComplex geometryStatic radiosity mapsReal-timeStreamingTime laps
HOW:Best practiceComplex geometryStatic radiosity mapsReal-timeStreamingTime lapsRange
HOW:Best practiceComplex geometryStatic radiosity mapsReal-timeStreamingTime lapsRangeColor GradingON
HOW:Best practiceComplex geometryStatic radiosity mapsReal-timeStreamingTime lapsRangeColor GradingOFF
HOW:Best practiceComplex geometryStatic radiosity mapsReal-timeStreamingTime lapsRangeColor GradingFilmic tone mappingON
HOW:Best practiceComplex geometryStatic radiosity mapsReal-timeStreamingTime lapsRangeColor GradingFilmic tone mappingOFF
CONCLUSION:The advantagesTimeFast workflow allowing for more iterationsTimeDesign changes are not as painfulUnified lighting systemOne system to light everything
CONCLUSION:The disadvantagesMemoryThe radiosity maps uses ‘some’ memoryPerformanceDependent on light probe densitySize and amount of pointlightsAuthoring of geometryIt takes timeGrasp the conceptPrecomputeCan take time depending on size of level
SUMMARY:WorkflowIt’s dynamic and fast Different Analyze the geometry PCMemory Fully dynamic in game lightingConsolesMemory issueNot fully dynamicShadows realtimeLightprobesOnly intensity not directional
I want to thank the following:Per Einarsson, TorbjörnMalmerJohan AnderssonRobert KihlJoakim SvärlingChristina Ann CoffinOscar CarlenAndrew Hamilton
Questions?Email: Kenny@dice.seWWW.dice.seMSN: Louie50028@hotmail.comBattlefield 3 & Frostbite 2 talks at GDC’11:For more DICE talks: http://publications.dice.se

More Related Content

PPT
A Bit More Deferred Cry Engine3
PDF
Screen Space Reflections in The Surge
PDF
Bindless Deferred Decals in The Surge 2
PPT
Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing...
PPTX
Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite
PPTX
The Rendering Technology of Killzone 2
PPT
The Unique Lighting of Mirror's Edge
PPT
Crysis Next-Gen Effects (GDC 2008)
A Bit More Deferred Cry Engine3
Screen Space Reflections in The Surge
Bindless Deferred Decals in The Surge 2
Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing...
Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite
The Rendering Technology of Killzone 2
The Unique Lighting of Mirror's Edge
Crysis Next-Gen Effects (GDC 2008)

What's hot (20)

PPTX
Terrain in Battlefield 3: A Modern, Complete and Scalable System
PPTX
Stochastic Screen-Space Reflections
PPTX
Five Rendering Ideas from Battlefield 3 & Need For Speed: The Run
PPTX
Lighting the City of Glass
PPT
Light prepass
PPTX
HPG 2018 - Game Ray Tracing: State-of-the-Art and Open Problems
PPTX
Calibrating Lighting and Materials in Far Cry 3
PPTX
Frostbite on Mobile
PPTX
Moving Frostbite to Physically Based Rendering
PPTX
FrameGraph: Extensible Rendering Architecture in Frostbite
PDF
Lighting of Killzone: Shadow Fall
PPTX
SPU-Based Deferred Shading in BATTLEFIELD 3 for Playstation 3
PPT
Secrets of CryENGINE 3 Graphics Technology
PPTX
Decima Engine: Visibility in Horizon Zero Dawn
PPT
Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)
PPTX
Shiny PC Graphics in Battlefield 3
PPTX
Rendering Technologies from Crysis 3 (GDC 2013)
PPTX
A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...
PDF
Dissecting the Rendering of The Surge
PDF
Siggraph2016 - The Devil is in the Details: idTech 666
Terrain in Battlefield 3: A Modern, Complete and Scalable System
Stochastic Screen-Space Reflections
Five Rendering Ideas from Battlefield 3 & Need For Speed: The Run
Lighting the City of Glass
Light prepass
HPG 2018 - Game Ray Tracing: State-of-the-Art and Open Problems
Calibrating Lighting and Materials in Far Cry 3
Frostbite on Mobile
Moving Frostbite to Physically Based Rendering
FrameGraph: Extensible Rendering Architecture in Frostbite
Lighting of Killzone: Shadow Fall
SPU-Based Deferred Shading in BATTLEFIELD 3 for Playstation 3
Secrets of CryENGINE 3 Graphics Technology
Decima Engine: Visibility in Horizon Zero Dawn
Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)
Shiny PC Graphics in Battlefield 3
Rendering Technologies from Crysis 3 (GDC 2013)
A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...
Dissecting the Rendering of The Surge
Siggraph2016 - The Devil is in the Details: idTech 666
Ad

Similar to Lighting you up in Battlefield 3 (20)

PDF
Lighting you up in Battlefield 3
PDF
Gdc11 lighting used in BF3
PPTX
A Real-time Radiosity Architecture
PDF
GDC 2018 Level Design Workshop - How To Light A Level - slides.pdf
PDF
SPU-based Deferred Shading for Battlefield 3 on Playstation 3
PDF
【Unite Tokyo 2019】Unityプログレッシブライトマッパー2019
PPTX
Real-time lightmap baking
PDF
Taking Killzone Shadow Fall Image Quality Into The Next Generation
PPTX
Past, Present and Future Challenges of Global Illumination in Games
PDF
Deferred Rendering in Killzone 2
PDF
Deferred Rendering in Killzone 2
PDF
Deferred Rendering in Killzone 2
PPTX
Progressive Lightmapper: An Introduction to Lightmapping in Unity
PPT
Advanced Lighting for Interactive Applications
PDF
Globalillumination
PPT
Praseed Pai
PPT
Paris Master Class 2011 - 01 Deferred Lighting, MSAA
PPT
Paris Master Class 2011 - 07 Dynamic Global Illumination
PPT
5 Major Challenges in Interactive Rendering
PPTX
Summer Games University - Day 3
Lighting you up in Battlefield 3
Gdc11 lighting used in BF3
A Real-time Radiosity Architecture
GDC 2018 Level Design Workshop - How To Light A Level - slides.pdf
SPU-based Deferred Shading for Battlefield 3 on Playstation 3
【Unite Tokyo 2019】Unityプログレッシブライトマッパー2019
Real-time lightmap baking
Taking Killzone Shadow Fall Image Quality Into The Next Generation
Past, Present and Future Challenges of Global Illumination in Games
Deferred Rendering in Killzone 2
Deferred Rendering in Killzone 2
Deferred Rendering in Killzone 2
Progressive Lightmapper: An Introduction to Lightmapping in Unity
Advanced Lighting for Interactive Applications
Globalillumination
Praseed Pai
Paris Master Class 2011 - 01 Deferred Lighting, MSAA
Paris Master Class 2011 - 07 Dynamic Global Illumination
5 Major Challenges in Interactive Rendering
Summer Games University - Day 3
Ad

More from Electronic Arts / DICE (20)

PPTX
GDC2019 - SEED - Towards Deep Generative Models in Game Development
PPT
SIGGRAPH 2010 - Style and Gameplay in the Mirror's Edge
PDF
SEED - Halcyon Architecture
PDF
Syysgraph 2018 - Modern Graphics Abstractions & Real-Time Ray Tracing
PPTX
Khronos Munich 2018 - Halcyon and Vulkan
PDF
CEDEC 2018 - Towards Effortless Photorealism Through Real-Time Raytracing
PPTX
CEDEC 2018 - Functional Symbiosis of Art Direction and Proceduralism
PPTX
SIGGRAPH 2018 - PICA PICA and NVIDIA Turing
PPTX
SIGGRAPH 2018 - Full Rays Ahead! From Raster to Real-Time Raytracing
PDF
EPC 2018 - SEED - Exploring The Collaboration Between Proceduralism & Deep Le...
PDF
DD18 - SEED - Raytracing in Hybrid Real-Time Rendering
PDF
Creativity of Rules and Patterns: Designing Procedural Systems
PPTX
Shiny Pixels and Beyond: Real-Time Raytracing at SEED
PPTX
Future Directions for Compute-for-Graphics
PPTX
High Dynamic Range color grading and display in Frostbite
PPTX
4K Checkerboard in Battlefield 1 and Mass Effect Andromeda
PPTX
Photogrammetry and Star Wars Battlefront
PPTX
Physically Based and Unified Volumetric Rendering in Frostbite
PPTX
Rendering Battlefield 4 with Mantle
PPTX
Mantle for Developers
GDC2019 - SEED - Towards Deep Generative Models in Game Development
SIGGRAPH 2010 - Style and Gameplay in the Mirror's Edge
SEED - Halcyon Architecture
Syysgraph 2018 - Modern Graphics Abstractions & Real-Time Ray Tracing
Khronos Munich 2018 - Halcyon and Vulkan
CEDEC 2018 - Towards Effortless Photorealism Through Real-Time Raytracing
CEDEC 2018 - Functional Symbiosis of Art Direction and Proceduralism
SIGGRAPH 2018 - PICA PICA and NVIDIA Turing
SIGGRAPH 2018 - Full Rays Ahead! From Raster to Real-Time Raytracing
EPC 2018 - SEED - Exploring The Collaboration Between Proceduralism & Deep Le...
DD18 - SEED - Raytracing in Hybrid Real-Time Rendering
Creativity of Rules and Patterns: Designing Procedural Systems
Shiny Pixels and Beyond: Real-Time Raytracing at SEED
Future Directions for Compute-for-Graphics
High Dynamic Range color grading and display in Frostbite
4K Checkerboard in Battlefield 1 and Mass Effect Andromeda
Photogrammetry and Star Wars Battlefront
Physically Based and Unified Volumetric Rendering in Frostbite
Rendering Battlefield 4 with Mantle
Mantle for Developers

Lighting you up in Battlefield 3