SlideShare a Scribd company logo
1 of 146
Lightmass Operation
for
Large Console Games
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Osamu Saito
SQUARE ENIX CO., LTD.
Environment Designer
Developing games
full of hopes and dreams
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Large Console Game
We encountered various
issues in the
following 3 areas
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Note:
This is not a “Success Story”
but rather a discussion of “ongoing” issues.
Because our team is still struggling to solve these issues,
our workflow may change in the future.
If you know of better approaches or methods,
Please let me know (right after this session).
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Let’s start with Game
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Recreation of a Lounge room
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Photo
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Unreal Engine4
PhotoDoes it seem like we got
the lighting right?
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Unreal Engine4
Photo
Bad Lighting
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Unreal Engine4
What’s the problem?
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Let’s add a moving object
and you will see.
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
What is the cause? ?
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
PLV
Precomputed Lighting Volume
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
These black dots
PLV(Precomputed Lighting Volume) is
indirect lighting data
which is generated in the space
when using Lightmass
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
PLV is used to
light dynamic objects.
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Errors in PLV
cause strange Lighting
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Since most games use dynamic meshes
You should pay attention to PLV when building lighting
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
This is the cause of the lighting error in the
previous slide
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
This
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Our team’s solution
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Re-examine
sampling method
Re-examine
lighting method
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Re-examine
sampling method
Re-examine
lighting method
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
We reproduced the lighting error
with static lights
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Static Light and Emissive Light
are the most likely
causes of errors in PLV
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Static Light
Direct light stored in PLV
Emissive Light
Very poor PLV accuracy
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Emissive Light
Very poor PLV accuracy
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Static Light
Direct light stored in PLV
Therefore
Static Light
Direct light stored in PLV
Emissive Light
Very poor PLV accuracy
Our team decided
to limit their usage
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
We decided to prohibit the use of
Both static light and Emissive light
with dynamic meshes.
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
This is unfortunate,
But we have no choice
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Re-examine
sampling method
Re-examine
lighting method
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
ILCQ Settings
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
What is ILC?
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
ILC Indirect Lighting Cache
Indirect lighting caches
are created
for each dynamic mesh
by referencing the PLV
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Point
Sampling: one point
(center of bounding box)
Volume
Sampling: 5×5×5 grid
(equal to bounding box size)
ILCQ
Indirect Lighting Cache Quality
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
ILCQ
Indirect Lighting Cache Quality
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Point
Sampling: one point
(center of bounding box)
Volume
Sampling: 5×5×5 grid
(equal to bounding box size)
ILCQ set to “Point” causes errors
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
But ILCQ set to “Volume” is ok
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
As a result, draw cost goes up
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
As PLV is referenced more, the draw cost increases so
Be careful
when using “Volume” for large, fast-moving objects!
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Let’s go back to the previous PLV error
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Static Light
Stopped direct light from
being stored in PLV
(our customization)
Emissive Light
Improved PLV accuracy
(From UE4.13 onwards,
PLV uses Adaptive Sampling)
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Let’s move on to
the next topic
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Console
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Console Development
always involves
strict limitations
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
For example, Memory
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Texture pool of Unreal Engine is
1GB by default
1GB
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Equal to
4K texture x 50 sheets
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Out of this,
how much memory
can actually be used for lighting?
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
200 MB (1/5)
About 10 4K sheets
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
For this much area?
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
No. For this much area!
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Our development team’s workaround
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Only
“BLUE”
is allowed for Lightmap Density
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
How much resolution does Lightmap Density
“BLUE” represent?
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
1m ≈ 5 pixels
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
In extreme cases
we allow “GREEN”
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
1m ≈ 20 pixels
How about
“RED”?
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
No way!
1m ≈ 80 Pixels
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
We ran into this...
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Completely red map was checked in
due to incorrect settings
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
4GB in Lightmaps alone
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Too big to be stored in texture pool
Failed to visualize due to error
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Overly large files
caused
server access errors
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
This upset some people...
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
If uploaded file size exceeds 1 GB,
our system would send a warning e-mail
1GB
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
So...
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
What if we use “BLUE”?
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
So many Lightmap errors
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Intersection errors / UV seam errors
Padding errors / UV grid errors
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Creating appropriate Lightmap UVs
helps to reduce errors
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
We had to compromise
to some extent
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Folige lightmap error
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Column Lightmap error
Intersection error
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
If you know of better solutions,
please let us know.
We welcome your advice
or suggestions.
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
One more difficult topic
Though we said 200MB for this scale...
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
We actually need to reduce it more
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Assuming
we have 30 maps at this size...
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Lightmaps alone are
200MB×30 = 6GB
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
This accounts for more than
1/4 of a Blu-ray disk
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
That’s too much
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Today’s last topc
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Large
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
In my opinion,
this is the most difficult issue
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Large project = A large number of people
involved
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Large project = A large number of people
involved
= simultaneous work
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Large project = A large number of people
involved
= simultaneous work
= Number of people working on lighting
goes into double digits
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Various methods
Different preferences
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
For consistency,
We needed a standard
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
We chose
“Illuminance-based Lighting”
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
What is Illuminance?
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
“In photometry, illuminance is the total luminous
flux incident on a surface, per unit area. It is a
measure of how much the incident light illuminates
the surface, wavelength-weighted by the luminosity
function to correlate with human brightness
perception. Similarly, luminous emittance is the
luminous flux per unit area emitted from a surface.
Luminous emittance is also known as luminous
exitance.”
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
“In SI derived units these are measured in lux (lx) or lumens per square
metre (cd·sr·m−2). In the CGS system, the unit of illuminance is
the phot, which is equal to 10000 lux. The foot-candle is a non-metric
unit of illuminance that is used in photography.
Illuminance was formerly often called brightness, but this leads to
confusion with other uses of the word, such as to mean luminance.
"Brightness" should never be used for quantitative description, but only
for nonquantitative references to physiological sensations and
perceptions of light.
The human eye is capable of seeing somewhat more than a 2 trillion-
fold range: The presence of white objects is somewhat discernible
under starlight, at 5×10−5 lux, while at the bright end, it is possible to
read large text at 108 lux, or about 1000 times that of direct sunlight,
although this can be very uncomfortable and cause long-
lasting afterimages.”
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Excerpt from Wikipedia
https://en.wikipedia.org/wiki/Illuminance
“It is an index literally for measure of how much the incident light
illuminates the object and used to indicate brightness. If the lit object is
not vertical to the ray as shown in right image, illuminance of the lit
object decreases, so in order to interporate this. The difference
between illuminance and light flux is how to consider the dimension of
the lit object. For example, a book which is closer is darker than the
book which is far away. This phenomane is reffere to as low
illuminance. This is why lux is used to indicate how much the light
illuminates the surface of a desk While candela is used as a unit for an
electric light which is a light source.
The brightness per unit perceived by eyes does not depend on
distance but is directly proportional to illuminance of the object.
However, the brightness per unit perceived by eyes attenuates as the
object gets further if dimension is too small even for the object with
same dimension and illuminance.
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Extraction form Wikipedia
https: //ja.wikipedia.org/wiki/%E7%85%A7%E5%BA%A6
In other words, “Brightness”
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Illuminance is a unit of human
“brightness perception”
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Sunny
100,000 Lux
Cloudy
5,000 Lux
Office
500 Lux
Underground
Parking
30 Lux
Street light
5 Lux
Moon light
0.1 Lux
Why use “Illuminance”?
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
We were often asked:
“What is the sun’s intensity
in terms of a directional light?”
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
.... I have no idea
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
How could we find the answer to this?
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
This brought us to
“Illuminance”
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
UE4 uses
various intensity standards for
the 4 respective light types
Unknown value
Unknown value
Lumens
Looks like lumens but
actually unknown value
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
“Illuminance” is not affected by
the type of light source
because it is a unit for received light
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Using “Illuminance”,
the intensity of the sun can be
calculated for either a
Point light or Directional light
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Using “Illuminance”
allows lighting in one standard
regardless of light type or material
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Now let’s calculate the brightness of
the sun
in terms of Directional light
intensity
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
This part might be a bit boring
but...
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
First, create a perfectly diffuse surface
by placing a plane with the following settings:
BaseColor=1.0 Roughness=1.0
Metal=0.0 Specular=0.0
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Then
place a Point light 1m above the surface
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Increase intensity until the L value
in HDRVisualize mode reaches 1.0
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
At this point, the Lumen value of
the Point light is about 1966 lm
1966/4π ≈ 156.45lx
L value of 1.0 is equal to illuminance of
about 156 lx
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Next, place a Directional light
pointing directly downwards
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
We get an L value of 1.0
when the intensity is about 3.15
So a Directional light with intensity of 3.15
corresponds to Illluminance of about 156 lx
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Illuminance on a sunny day is 100,000 Lux
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Sunny
100,000 Lux
Cloudy
5,000 Lux
Office
500 Lux
Underground
Parking
30 Lux
Street light
5 Lux
Moon light
0.1 Lux
100000/156*3.14 ≈ 2012.8
is the Illuminance value of a Directional Light
for a sunny day
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
2012.8
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Adjust Exposure as necessary
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
“illuminance” is a standard
which can be applied to
different light types
Unknown value
Unknown value
Lumen
Looks like lumens,
but Unknown value Illuminance
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Using “Illuminance” as a standard
makes it easier to use the real world
as a reference
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Our team measured illuminance and IBL at
regular intervals from sunrise to high noon
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
We gathered data on
Sun elevation, sun elevation angle, color
temperature, light volume, and IBL
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Lighting environment of each time period was
reproduced on UE4 and checked for accuracy...
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
We built a standardized light rig
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
This allowed us to standardize the
various lighting methods and
approaches that were being used
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Initial lighting design cost
was reduced
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
However
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Using “Illuminance” as a
standard
caused some errors
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
16 bit limitation
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
UE4 GBuffer is limited to
16 bits per channel
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Maximum value of 16 bit is “65535”
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
What happens if we use our previous
2012.8 value Directional Light to light
a sphere with Roughness set at 0.0?
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Scene color brightness is blown out
at the highlight point shown above
Infinity!
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Conversely, with the value set to 0.001,
debug view and gizmo display are blown out
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
“Illuminance” as a standard
=
“Reality” as a standard
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
HDR data of the real world
is too big for 16 bit
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
What should we do?
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Are there better lighting workflows?
Please let us know. We are happy to
hear your suggestions.
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Wrap up
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Large
CS
Game
Watch out for lighting on dynamic
objects!
Save us, Shinoyama-san!
Limitations are very strict
Somebody please help us with light bake errors!
We are proud of creating our
Illuminance standard!
But the Gizmo burns our eyes ;)
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Thank you for listening to
our presentation
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
Please feel free to ask
questions
© 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
UnrealEngine4 is a trade mark or a registered trade mark of Epic
Games.
PARAGON is a trade mark or a registered trade mark of Epic Games.
Blu-ray is a trade mark or a registered trade mark of Blu-ray Disc
Association.
Any other company names and product names used in this document
are trade marks or registered trade marks of the individual companies.

More Related Content

What's hot

【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
 
Precomputed Voxelized-Shadows for Large-scale Scene and Many lights
Precomputed Voxelized-Shadows for Large-scale Scene and Many lightsPrecomputed Voxelized-Shadows for Large-scale Scene and Many lights
Precomputed Voxelized-Shadows for Large-scale Scene and Many lightsSeongdae Kim
 
Rendering Tech of Space Marine
Rendering Tech of Space MarineRendering Tech of Space Marine
Rendering Tech of Space MarinePope Kim
 
Rendering Technologies from Crysis 3 (GDC 2013)
Rendering Technologies from Crysis 3 (GDC 2013)Rendering Technologies from Crysis 3 (GDC 2013)
Rendering Technologies from Crysis 3 (GDC 2013)Tiago Sousa
 
Rendering Techniques in Rise of the Tomb Raider
Rendering Techniques in Rise of the Tomb RaiderRendering Techniques in Rise of the Tomb Raider
Rendering Techniques in Rise of the Tomb RaiderEidos-Montréal
 
Taking Killzone Shadow Fall Image Quality Into The Next Generation
Taking Killzone Shadow Fall Image Quality Into The Next GenerationTaking Killzone Shadow Fall Image Quality Into The Next Generation
Taking Killzone Shadow Fall Image Quality Into The Next GenerationGuerrilla
 
The Real-time Volumetric Cloudscapes of Horizon Zero Dawn
The Real-time Volumetric Cloudscapes of Horizon Zero DawnThe Real-time Volumetric Cloudscapes of Horizon Zero Dawn
The Real-time Volumetric Cloudscapes of Horizon Zero DawnGuerrilla
 
Optimizing the Graphics Pipeline with Compute, GDC 2016
Optimizing the Graphics Pipeline with Compute, GDC 2016Optimizing the Graphics Pipeline with Compute, GDC 2016
Optimizing the Graphics Pipeline with Compute, GDC 2016Graham Wihlidal
 
Lighting of Killzone: Shadow Fall
Lighting of Killzone: Shadow FallLighting of Killzone: Shadow Fall
Lighting of Killzone: Shadow FallGuerrilla
 
Calibrating Lighting and Materials in Far Cry 3
Calibrating Lighting and Materials in Far Cry 3Calibrating Lighting and Materials in Far Cry 3
Calibrating Lighting and Materials in Far Cry 3stevemcauley
 
Wrapped diffuse
Wrapped diffuseWrapped diffuse
Wrapped diffuse민웅 이
 
【Unite Tokyo 2019】Unityプログレッシブライトマッパー2019
【Unite Tokyo 2019】Unityプログレッシブライトマッパー2019【Unite Tokyo 2019】Unityプログレッシブライトマッパー2019
【Unite Tokyo 2019】Unityプログレッシブライトマッパー2019UnityTechnologiesJapan002
 
Hable John Uncharted2 Hdr Lighting
Hable John Uncharted2 Hdr LightingHable John Uncharted2 Hdr Lighting
Hable John Uncharted2 Hdr Lightingozlael ozlael
 
Killzone Shadow Fall Demo Postmortem
Killzone Shadow Fall Demo PostmortemKillzone Shadow Fall Demo Postmortem
Killzone Shadow Fall Demo PostmortemGuerrilla
 
Physically Based and Unified Volumetric Rendering in Frostbite
Physically Based and Unified Volumetric Rendering in FrostbitePhysically Based and Unified Volumetric Rendering in Frostbite
Physically Based and Unified Volumetric Rendering in FrostbiteElectronic Arts / DICE
 

What's hot (20)

【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
 
Precomputed Voxelized-Shadows for Large-scale Scene and Many lights
Precomputed Voxelized-Shadows for Large-scale Scene and Many lightsPrecomputed Voxelized-Shadows for Large-scale Scene and Many lights
Precomputed Voxelized-Shadows for Large-scale Scene and Many lights
 
Rendering Tech of Space Marine
Rendering Tech of Space MarineRendering Tech of Space Marine
Rendering Tech of Space Marine
 
Rendering Technologies from Crysis 3 (GDC 2013)
Rendering Technologies from Crysis 3 (GDC 2013)Rendering Technologies from Crysis 3 (GDC 2013)
Rendering Technologies from Crysis 3 (GDC 2013)
 
Rendering Techniques in Rise of the Tomb Raider
Rendering Techniques in Rise of the Tomb RaiderRendering Techniques in Rise of the Tomb Raider
Rendering Techniques in Rise of the Tomb Raider
 
Taking Killzone Shadow Fall Image Quality Into The Next Generation
Taking Killzone Shadow Fall Image Quality Into The Next GenerationTaking Killzone Shadow Fall Image Quality Into The Next Generation
Taking Killzone Shadow Fall Image Quality Into The Next Generation
 
Lightmassの仕組み ~Precomputed Light Volume編~ (Epic Games Japan: 篠山範明)
 Lightmassの仕組み ~Precomputed Light Volume編~ (Epic Games Japan: 篠山範明) Lightmassの仕組み ~Precomputed Light Volume編~ (Epic Games Japan: 篠山範明)
Lightmassの仕組み ~Precomputed Light Volume編~ (Epic Games Japan: 篠山範明)
 
The Real-time Volumetric Cloudscapes of Horizon Zero Dawn
The Real-time Volumetric Cloudscapes of Horizon Zero DawnThe Real-time Volumetric Cloudscapes of Horizon Zero Dawn
The Real-time Volumetric Cloudscapes of Horizon Zero Dawn
 
Optimizing the Graphics Pipeline with Compute, GDC 2016
Optimizing the Graphics Pipeline with Compute, GDC 2016Optimizing the Graphics Pipeline with Compute, GDC 2016
Optimizing the Graphics Pipeline with Compute, GDC 2016
 
UE4におけるエフェクトの為のエンジン改造事例
UE4におけるエフェクトの為のエンジン改造事例UE4におけるエフェクトの為のエンジン改造事例
UE4におけるエフェクトの為のエンジン改造事例
 
Lighting of Killzone: Shadow Fall
Lighting of Killzone: Shadow FallLighting of Killzone: Shadow Fall
Lighting of Killzone: Shadow Fall
 
CEDEC2016: Unreal Engine 4 のレンダリングフロー総おさらい
CEDEC2016: Unreal Engine 4 のレンダリングフロー総おさらいCEDEC2016: Unreal Engine 4 のレンダリングフロー総おさらい
CEDEC2016: Unreal Engine 4 のレンダリングフロー総おさらい
 
Calibrating Lighting and Materials in Far Cry 3
Calibrating Lighting and Materials in Far Cry 3Calibrating Lighting and Materials in Far Cry 3
Calibrating Lighting and Materials in Far Cry 3
 
Wrapped diffuse
Wrapped diffuseWrapped diffuse
Wrapped diffuse
 
【Unite Tokyo 2019】Unityプログレッシブライトマッパー2019
【Unite Tokyo 2019】Unityプログレッシブライトマッパー2019【Unite Tokyo 2019】Unityプログレッシブライトマッパー2019
【Unite Tokyo 2019】Unityプログレッシブライトマッパー2019
 
Hable John Uncharted2 Hdr Lighting
Hable John Uncharted2 Hdr LightingHable John Uncharted2 Hdr Lighting
Hable John Uncharted2 Hdr Lighting
 
Killzone Shadow Fall Demo Postmortem
Killzone Shadow Fall Demo PostmortemKillzone Shadow Fall Demo Postmortem
Killzone Shadow Fall Demo Postmortem
 
The Unique Lighting of Mirror's Edge
The Unique Lighting of Mirror's EdgeThe Unique Lighting of Mirror's Edge
The Unique Lighting of Mirror's Edge
 
Physically Based and Unified Volumetric Rendering in Frostbite
Physically Based and Unified Volumetric Rendering in FrostbitePhysically Based and Unified Volumetric Rendering in Frostbite
Physically Based and Unified Volumetric Rendering in Frostbite
 
UE4における大規模背景制作事例 最適化ワークフロー編
UE4における大規模背景制作事例 最適化ワークフロー編UE4における大規模背景制作事例 最適化ワークフロー編
UE4における大規模背景制作事例 最適化ワークフロー編
 

Similar to Lightmass Operation Challenges for Large Console Games

IMMERSE'16 Intro to Adobe Experience Manager & Adobe Marketing Cloud
IMMERSE'16 Intro to Adobe Experience Manager & Adobe Marketing CloudIMMERSE'16 Intro to Adobe Experience Manager & Adobe Marketing Cloud
IMMERSE'16 Intro to Adobe Experience Manager & Adobe Marketing CloudAdobeMarketingCloud
 
今、顧客体験を向上させるために取り組むべきこと ~Experience Business時代を迎えて~
今、顧客体験を向上させるために取り組むべきこと ~Experience Business時代を迎えて~今、顧客体験を向上させるために取り組むべきこと ~Experience Business時代を迎えて~
今、顧客体験を向上させるために取り組むべきこと ~Experience Business時代を迎えて~Keisuke Anzai
 
IMMERSE 2016 IST Mark Szulc Keynote
IMMERSE 2016 IST Mark Szulc KeynoteIMMERSE 2016 IST Mark Szulc Keynote
IMMERSE 2016 IST Mark Szulc KeynoteAdobeMarketingCloud
 
Lying, Cheating, and Winning with Containers in Networking
Lying, Cheating, and Winning with Containers in NetworkingLying, Cheating, and Winning with Containers in Networking
Lying, Cheating, and Winning with Containers in NetworkingSargun Dhillon
 
Workshop: Deploy a Deep Learning Framework on Amazon ECS
Workshop: Deploy a Deep Learning Framework on Amazon ECSWorkshop: Deploy a Deep Learning Framework on Amazon ECS
Workshop: Deploy a Deep Learning Framework on Amazon ECSAmazon Web Services
 
IMMERSE 2016 Cedric Huesler US Keynote
IMMERSE 2016 Cedric Huesler US KeynoteIMMERSE 2016 Cedric Huesler US Keynote
IMMERSE 2016 Cedric Huesler US KeynoteAdobeMarketingCloud
 
Native Handlebars: The future of CMS templating
Native Handlebars: The future of CMS templatingNative Handlebars: The future of CMS templating
Native Handlebars: The future of CMS templatingJörg Von Frantzius
 
Case Study: Ola Cabs Uses Amazon EBS and Elastic Volumes to Maximize MySQL De...
Case Study: Ola Cabs Uses Amazon EBS and Elastic Volumes to Maximize MySQL De...Case Study: Ola Cabs Uses Amazon EBS and Elastic Volumes to Maximize MySQL De...
Case Study: Ola Cabs Uses Amazon EBS and Elastic Volumes to Maximize MySQL De...Amazon Web Services
 
Log Analytics with Amazon Elasticsearch Service & Kibana
Log Analytics with Amazon Elasticsearch Service & KibanaLog Analytics with Amazon Elasticsearch Service & Kibana
Log Analytics with Amazon Elasticsearch Service & KibanaAmazon Web Services
 
NEW LAUNCH! Introducing Amazon Sumerian – Build VR/AR and 3D Applications - M...
NEW LAUNCH! Introducing Amazon Sumerian – Build VR/AR and 3D Applications - M...NEW LAUNCH! Introducing Amazon Sumerian – Build VR/AR and 3D Applications - M...
NEW LAUNCH! Introducing Amazon Sumerian – Build VR/AR and 3D Applications - M...Amazon Web Services
 
Containers on AWS - re:Invent Comes to London 2.0
Containers on AWS - re:Invent Comes to London 2.0Containers on AWS - re:Invent Comes to London 2.0
Containers on AWS - re:Invent Comes to London 2.0Amazon Web Services
 
Summit 2016 Wrap-up for eVar7
Summit 2016 Wrap-up for eVar7Summit 2016 Wrap-up for eVar7
Summit 2016 Wrap-up for eVar7Keisuke Anzai
 
Build a 360° Immersive Media Video Solution on AWS - MAE405 - re:Invent 2017
Build a 360° Immersive Media Video Solution on AWS - MAE405 - re:Invent 2017Build a 360° Immersive Media Video Solution on AWS - MAE405 - re:Invent 2017
Build a 360° Immersive Media Video Solution on AWS - MAE405 - re:Invent 2017Amazon Web Services
 
MAE405_Build a 360° Immersive Media Video Solution on AWS
MAE405_Build a 360° Immersive Media Video Solution on AWSMAE405_Build a 360° Immersive Media Video Solution on AWS
MAE405_Build a 360° Immersive Media Video Solution on AWSAmazon Web Services
 
Amazon Lumberyard (박 선용) - Amazed by AWS
Amazon Lumberyard (박 선용) - Amazed by AWSAmazon Lumberyard (박 선용) - Amazed by AWS
Amazon Lumberyard (박 선용) - Amazed by AWSAmazon Web Services Korea
 
DataCore Technology Overview
DataCore Technology OverviewDataCore Technology Overview
DataCore Technology OverviewJeff Slapp
 
Developer Insights for Application Upgrade to ColdFusion 2016
Developer Insights for Application Upgrade to ColdFusion 2016Developer Insights for Application Upgrade to ColdFusion 2016
Developer Insights for Application Upgrade to ColdFusion 2016ColdFusionConference
 
Adobe vs. Sketch
Adobe vs. SketchAdobe vs. Sketch
Adobe vs. SketchRob Musser
 
WIN203_With Amazon EC2 for Windows Server and Thinkbox Deadline
WIN203_With Amazon EC2 for Windows Server and Thinkbox DeadlineWIN203_With Amazon EC2 for Windows Server and Thinkbox Deadline
WIN203_With Amazon EC2 for Windows Server and Thinkbox DeadlineAmazon Web Services
 

Similar to Lightmass Operation Challenges for Large Console Games (20)

IMMERSE'16 Intro to Adobe Experience Manager & Adobe Marketing Cloud
IMMERSE'16 Intro to Adobe Experience Manager & Adobe Marketing CloudIMMERSE'16 Intro to Adobe Experience Manager & Adobe Marketing Cloud
IMMERSE'16 Intro to Adobe Experience Manager & Adobe Marketing Cloud
 
今、顧客体験を向上させるために取り組むべきこと ~Experience Business時代を迎えて~
今、顧客体験を向上させるために取り組むべきこと ~Experience Business時代を迎えて~今、顧客体験を向上させるために取り組むべきこと ~Experience Business時代を迎えて~
今、顧客体験を向上させるために取り組むべきこと ~Experience Business時代を迎えて~
 
IMMERSE 2016 IST Mark Szulc Keynote
IMMERSE 2016 IST Mark Szulc KeynoteIMMERSE 2016 IST Mark Szulc Keynote
IMMERSE 2016 IST Mark Szulc Keynote
 
Lying, Cheating, and Winning with Containers in Networking
Lying, Cheating, and Winning with Containers in NetworkingLying, Cheating, and Winning with Containers in Networking
Lying, Cheating, and Winning with Containers in Networking
 
Workshop: Deploy a Deep Learning Framework on Amazon ECS
Workshop: Deploy a Deep Learning Framework on Amazon ECSWorkshop: Deploy a Deep Learning Framework on Amazon ECS
Workshop: Deploy a Deep Learning Framework on Amazon ECS
 
IMMERSE 2016 Cedric Huesler US Keynote
IMMERSE 2016 Cedric Huesler US KeynoteIMMERSE 2016 Cedric Huesler US Keynote
IMMERSE 2016 Cedric Huesler US Keynote
 
The History of AskTOM
The History of AskTOMThe History of AskTOM
The History of AskTOM
 
Native Handlebars: The future of CMS templating
Native Handlebars: The future of CMS templatingNative Handlebars: The future of CMS templating
Native Handlebars: The future of CMS templating
 
Case Study: Ola Cabs Uses Amazon EBS and Elastic Volumes to Maximize MySQL De...
Case Study: Ola Cabs Uses Amazon EBS and Elastic Volumes to Maximize MySQL De...Case Study: Ola Cabs Uses Amazon EBS and Elastic Volumes to Maximize MySQL De...
Case Study: Ola Cabs Uses Amazon EBS and Elastic Volumes to Maximize MySQL De...
 
Log Analytics with Amazon Elasticsearch Service & Kibana
Log Analytics with Amazon Elasticsearch Service & KibanaLog Analytics with Amazon Elasticsearch Service & Kibana
Log Analytics with Amazon Elasticsearch Service & Kibana
 
NEW LAUNCH! Introducing Amazon Sumerian – Build VR/AR and 3D Applications - M...
NEW LAUNCH! Introducing Amazon Sumerian – Build VR/AR and 3D Applications - M...NEW LAUNCH! Introducing Amazon Sumerian – Build VR/AR and 3D Applications - M...
NEW LAUNCH! Introducing Amazon Sumerian – Build VR/AR and 3D Applications - M...
 
Containers on AWS - re:Invent Comes to London 2.0
Containers on AWS - re:Invent Comes to London 2.0Containers on AWS - re:Invent Comes to London 2.0
Containers on AWS - re:Invent Comes to London 2.0
 
Summit 2016 Wrap-up for eVar7
Summit 2016 Wrap-up for eVar7Summit 2016 Wrap-up for eVar7
Summit 2016 Wrap-up for eVar7
 
Build a 360° Immersive Media Video Solution on AWS - MAE405 - re:Invent 2017
Build a 360° Immersive Media Video Solution on AWS - MAE405 - re:Invent 2017Build a 360° Immersive Media Video Solution on AWS - MAE405 - re:Invent 2017
Build a 360° Immersive Media Video Solution on AWS - MAE405 - re:Invent 2017
 
MAE405_Build a 360° Immersive Media Video Solution on AWS
MAE405_Build a 360° Immersive Media Video Solution on AWSMAE405_Build a 360° Immersive Media Video Solution on AWS
MAE405_Build a 360° Immersive Media Video Solution on AWS
 
Amazon Lumberyard (박 선용) - Amazed by AWS
Amazon Lumberyard (박 선용) - Amazed by AWSAmazon Lumberyard (박 선용) - Amazed by AWS
Amazon Lumberyard (박 선용) - Amazed by AWS
 
DataCore Technology Overview
DataCore Technology OverviewDataCore Technology Overview
DataCore Technology Overview
 
Developer Insights for Application Upgrade to ColdFusion 2016
Developer Insights for Application Upgrade to ColdFusion 2016Developer Insights for Application Upgrade to ColdFusion 2016
Developer Insights for Application Upgrade to ColdFusion 2016
 
Adobe vs. Sketch
Adobe vs. SketchAdobe vs. Sketch
Adobe vs. Sketch
 
WIN203_With Amazon EC2 for Windows Server and Thinkbox Deadline
WIN203_With Amazon EC2 for Windows Server and Thinkbox DeadlineWIN203_With Amazon EC2 for Windows Server and Thinkbox Deadline
WIN203_With Amazon EC2 for Windows Server and Thinkbox Deadline
 

More from エピック・ゲームズ・ジャパン Epic Games Japan

『バランワンダーワールド』でのマルチプラットフォーム対応について UNREAL FEST EXTREME 2021 SUMMER
『バランワンダーワールド』でのマルチプラットフォーム対応について  UNREAL FEST EXTREME 2021 SUMMER『バランワンダーワールド』でのマルチプラットフォーム対応について  UNREAL FEST EXTREME 2021 SUMMER
『バランワンダーワールド』でのマルチプラットフォーム対応について UNREAL FEST EXTREME 2021 SUMMERエピック・ゲームズ・ジャパン Epic Games Japan
 
『FINAL FANTASY VII REMAKE』におけるプロファイリングと最適化事例 UNREAL FEST EXTREME 2021 SUMMER
『FINAL FANTASY VII REMAKE』におけるプロファイリングと最適化事例 UNREAL FEST EXTREME 2021 SUMMER『FINAL FANTASY VII REMAKE』におけるプロファイリングと最適化事例 UNREAL FEST EXTREME 2021 SUMMER
『FINAL FANTASY VII REMAKE』におけるプロファイリングと最適化事例 UNREAL FEST EXTREME 2021 SUMMERエピック・ゲームズ・ジャパン Epic Games Japan
 
SAMURAI JACK開発事例:海外むけアクションゲームをオーソドックスに作ってみた UNREAL FEST EXTREME 2021 SUMMER
SAMURAI JACK開発事例:海外むけアクションゲームをオーソドックスに作ってみた UNREAL FEST EXTREME 2021 SUMMERSAMURAI JACK開発事例:海外むけアクションゲームをオーソドックスに作ってみた UNREAL FEST EXTREME 2021 SUMMER
SAMURAI JACK開発事例:海外むけアクションゲームをオーソドックスに作ってみた UNREAL FEST EXTREME 2021 SUMMERエピック・ゲームズ・ジャパン Epic Games Japan
 
『ガールズ&パンツァー 最終章』第3話 アニメとゲームエンジンの融合(ジャングル完結編) UNREAL FEST EXTREME 2021 SUMMER
『ガールズ&パンツァー 最終章』第3話 アニメとゲームエンジンの融合(ジャングル完結編)  UNREAL FEST EXTREME 2021 SUMMER『ガールズ&パンツァー 最終章』第3話 アニメとゲームエンジンの融合(ジャングル完結編)  UNREAL FEST EXTREME 2021 SUMMER
『ガールズ&パンツァー 最終章』第3話 アニメとゲームエンジンの融合(ジャングル完結編) UNREAL FEST EXTREME 2021 SUMMERエピック・ゲームズ・ジャパン Epic Games Japan
 

More from エピック・ゲームズ・ジャパン Epic Games Japan (20)

初心者向け UE4 映像制作での シーケンサー と Movie Render Queue の使い方
初心者向け UE4 映像制作での シーケンサー と Movie Render Queue の使い方初心者向け UE4 映像制作での シーケンサー と Movie Render Queue の使い方
初心者向け UE4 映像制作での シーケンサー と Movie Render Queue の使い方
 
猫でも分かるUE4を使った VRコンテンツ開発 超入門編 2021
猫でも分かるUE4を使った VRコンテンツ開発 超入門編 2021猫でも分かるUE4を使った VRコンテンツ開発 超入門編 2021
猫でも分かるUE4を使った VRコンテンツ開発 超入門編 2021
 
Unreal Engine 5 早期アクセスの注目機能総おさらい Part 2
Unreal Engine 5 早期アクセスの注目機能総おさらい Part 2Unreal Engine 5 早期アクセスの注目機能総おさらい Part 2
Unreal Engine 5 早期アクセスの注目機能総おさらい Part 2
 
Unreal Engine 4.27 ノンゲーム向け新機能まとめ
Unreal Engine 4.27 ノンゲーム向け新機能まとめUnreal Engine 4.27 ノンゲーム向け新機能まとめ
Unreal Engine 4.27 ノンゲーム向け新機能まとめ
 
Unreal Engine 5 早期アクセスの注目機能総おさらい Part 1
Unreal Engine 5 早期アクセスの注目機能総おさらい Part 1Unreal Engine 5 早期アクセスの注目機能総おさらい Part 1
Unreal Engine 5 早期アクセスの注目機能総おさらい Part 1
 
UE4 Hair & Groomでのリアルタイムファーレンダリング (UE4 Character Art Dive Online)
UE4 Hair & Groomでのリアルタイムファーレンダリング (UE4 Character Art Dive Online)UE4 Hair & Groomでのリアルタイムファーレンダリング (UE4 Character Art Dive Online)
UE4 Hair & Groomでのリアルタイムファーレンダリング (UE4 Character Art Dive Online)
 
UE4を使った映像制作 (UE4 Character Art Dive Online)
UE4を使った映像制作 (UE4 Character Art Dive Online)UE4を使った映像制作 (UE4 Character Art Dive Online)
UE4を使った映像制作 (UE4 Character Art Dive Online)
 
Hair Groom入門 (UE4 Character Art Dive Online)
Hair Groom入門 (UE4 Character Art Dive Online)Hair Groom入門 (UE4 Character Art Dive Online)
Hair Groom入門 (UE4 Character Art Dive Online)
 
UE4で”MetaHumanを使わずに”耳なし芳一になる10の方法 | UE4 Character Art Dive Online
UE4で”MetaHumanを使わずに”耳なし芳一になる10の方法 | UE4 Character Art Dive OnlineUE4で”MetaHumanを使わずに”耳なし芳一になる10の方法 | UE4 Character Art Dive Online
UE4で”MetaHumanを使わずに”耳なし芳一になる10の方法 | UE4 Character Art Dive Online
 
『バランワンダーワールド』でのマルチプラットフォーム対応について UNREAL FEST EXTREME 2021 SUMMER
『バランワンダーワールド』でのマルチプラットフォーム対応について  UNREAL FEST EXTREME 2021 SUMMER『バランワンダーワールド』でのマルチプラットフォーム対応について  UNREAL FEST EXTREME 2021 SUMMER
『バランワンダーワールド』でのマルチプラットフォーム対応について UNREAL FEST EXTREME 2021 SUMMER
 
Visual Dataprepで建築データを美味しく下ごしらえ UNREAL FEST EXTREME 2021 SUMMER
Visual Dataprepで建築データを美味しく下ごしらえ UNREAL FEST EXTREME 2021 SUMMERVisual Dataprepで建築データを美味しく下ごしらえ UNREAL FEST EXTREME 2021 SUMMER
Visual Dataprepで建築データを美味しく下ごしらえ UNREAL FEST EXTREME 2021 SUMMER
 
Unreal Engineでのコンフィギュレーター制作と映像制作 UNREAL FEST EXTREME 2021 SUMMER
Unreal Engineでのコンフィギュレーター制作と映像制作  UNREAL FEST EXTREME 2021 SUMMERUnreal Engineでのコンフィギュレーター制作と映像制作  UNREAL FEST EXTREME 2021 SUMMER
Unreal Engineでのコンフィギュレーター制作と映像制作 UNREAL FEST EXTREME 2021 SUMMER
 
バレンシアガ『Afterworld: The Age of Tomorrow』の舞台裏 UNREAL FEST EXTREME 2021 SUMMER
バレンシアガ『Afterworld: The Age of Tomorrow』の舞台裏  UNREAL FEST EXTREME 2021 SUMMERバレンシアガ『Afterworld: The Age of Tomorrow』の舞台裏  UNREAL FEST EXTREME 2021 SUMMER
バレンシアガ『Afterworld: The Age of Tomorrow』の舞台裏 UNREAL FEST EXTREME 2021 SUMMER
 
『FINAL FANTASY VII REMAKE』におけるプロファイリングと最適化事例 UNREAL FEST EXTREME 2021 SUMMER
『FINAL FANTASY VII REMAKE』におけるプロファイリングと最適化事例 UNREAL FEST EXTREME 2021 SUMMER『FINAL FANTASY VII REMAKE』におけるプロファイリングと最適化事例 UNREAL FEST EXTREME 2021 SUMMER
『FINAL FANTASY VII REMAKE』におけるプロファイリングと最適化事例 UNREAL FEST EXTREME 2021 SUMMER
 
SAMURAI JACK開発事例:海外むけアクションゲームをオーソドックスに作ってみた UNREAL FEST EXTREME 2021 SUMMER
SAMURAI JACK開発事例:海外むけアクションゲームをオーソドックスに作ってみた UNREAL FEST EXTREME 2021 SUMMERSAMURAI JACK開発事例:海外むけアクションゲームをオーソドックスに作ってみた UNREAL FEST EXTREME 2021 SUMMER
SAMURAI JACK開発事例:海外むけアクションゲームをオーソドックスに作ってみた UNREAL FEST EXTREME 2021 SUMMER
 
『ガールズ&パンツァー 最終章』第3話 アニメとゲームエンジンの融合(ジャングル完結編) UNREAL FEST EXTREME 2021 SUMMER
『ガールズ&パンツァー 最終章』第3話 アニメとゲームエンジンの融合(ジャングル完結編)  UNREAL FEST EXTREME 2021 SUMMER『ガールズ&パンツァー 最終章』第3話 アニメとゲームエンジンの融合(ジャングル完結編)  UNREAL FEST EXTREME 2021 SUMMER
『ガールズ&パンツァー 最終章』第3話 アニメとゲームエンジンの融合(ジャングル完結編) UNREAL FEST EXTREME 2021 SUMMER
 
UE4を使用したバーチャルヒューマンの映像制作 UNREAL FEST EXTREME 2021 SUMMER
UE4を使用したバーチャルヒューマンの映像制作  UNREAL FEST EXTREME 2021 SUMMERUE4を使用したバーチャルヒューマンの映像制作  UNREAL FEST EXTREME 2021 SUMMER
UE4を使用したバーチャルヒューマンの映像制作 UNREAL FEST EXTREME 2021 SUMMER
 
オンラインで同期した100体の巨大生物から地球を衛る方法 UNREAL FEST EXTREME 2021 SUMMER
オンラインで同期した100体の巨大生物から地球を衛る方法  UNREAL FEST EXTREME 2021 SUMMERオンラインで同期した100体の巨大生物から地球を衛る方法  UNREAL FEST EXTREME 2021 SUMMER
オンラインで同期した100体の巨大生物から地球を衛る方法 UNREAL FEST EXTREME 2021 SUMMER
 
MetaHumanサンプル解体新書 UNREAL FEST EXTREME 2021 SUMMER
MetaHumanサンプル解体新書  UNREAL FEST EXTREME 2021 SUMMERMetaHumanサンプル解体新書  UNREAL FEST EXTREME 2021 SUMMER
MetaHumanサンプル解体新書 UNREAL FEST EXTREME 2021 SUMMER
 
Twinmotion 2021とAEC分野向けソリューションのご紹介
Twinmotion 2021とAEC分野向けソリューションのご紹介Twinmotion 2021とAEC分野向けソリューションのご紹介
Twinmotion 2021とAEC分野向けソリューションのご紹介
 

Recently uploaded

Work Experience-Dalton Park.pptxfvvvvvvv
Work Experience-Dalton Park.pptxfvvvvvvvWork Experience-Dalton Park.pptxfvvvvvvv
Work Experience-Dalton Park.pptxfvvvvvvvLewisJB
 
IVE Industry Focused Event - Defence Sector 2024
IVE Industry Focused Event - Defence Sector 2024IVE Industry Focused Event - Defence Sector 2024
IVE Industry Focused Event - Defence Sector 2024Mark Billinghurst
 
Correctly Loading Incremental Data at Scale
Correctly Loading Incremental Data at ScaleCorrectly Loading Incremental Data at Scale
Correctly Loading Incremental Data at ScaleAlluxio, Inc.
 
8251 universal synchronous asynchronous receiver transmitter
8251 universal synchronous asynchronous receiver transmitter8251 universal synchronous asynchronous receiver transmitter
8251 universal synchronous asynchronous receiver transmitterShivangiSharma879191
 
Introduction-To-Agricultural-Surveillance-Rover.pptx
Introduction-To-Agricultural-Surveillance-Rover.pptxIntroduction-To-Agricultural-Surveillance-Rover.pptx
Introduction-To-Agricultural-Surveillance-Rover.pptxk795866
 
Churning of Butter, Factors affecting .
Churning of Butter, Factors affecting  .Churning of Butter, Factors affecting  .
Churning of Butter, Factors affecting .Satyam Kumar
 
Gurgaon ✡️9711147426✨Call In girls Gurgaon Sector 51 escort service
Gurgaon ✡️9711147426✨Call In girls Gurgaon Sector 51 escort serviceGurgaon ✡️9711147426✨Call In girls Gurgaon Sector 51 escort service
Gurgaon ✡️9711147426✨Call In girls Gurgaon Sector 51 escort servicejennyeacort
 
computer application and construction management
computer application and construction managementcomputer application and construction management
computer application and construction managementMariconPadriquez1
 
Application of Residue Theorem to evaluate real integrations.pptx
Application of Residue Theorem to evaluate real integrations.pptxApplication of Residue Theorem to evaluate real integrations.pptx
Application of Residue Theorem to evaluate real integrations.pptx959SahilShah
 
Call Girls Delhi {Jodhpur} 9711199012 high profile service
Call Girls Delhi {Jodhpur} 9711199012 high profile serviceCall Girls Delhi {Jodhpur} 9711199012 high profile service
Call Girls Delhi {Jodhpur} 9711199012 high profile servicerehmti665
 
Arduino_CSE ece ppt for working and principal of arduino.ppt
Arduino_CSE ece ppt for working and principal of arduino.pptArduino_CSE ece ppt for working and principal of arduino.ppt
Arduino_CSE ece ppt for working and principal of arduino.pptSAURABHKUMAR892774
 
UNIT III ANALOG ELECTRONICS (BASIC ELECTRONICS)
UNIT III ANALOG ELECTRONICS (BASIC ELECTRONICS)UNIT III ANALOG ELECTRONICS (BASIC ELECTRONICS)
UNIT III ANALOG ELECTRONICS (BASIC ELECTRONICS)Dr SOUNDIRARAJ N
 
Heart Disease Prediction using machine learning.pptx
Heart Disease Prediction using machine learning.pptxHeart Disease Prediction using machine learning.pptx
Heart Disease Prediction using machine learning.pptxPoojaBan
 
An introduction to Semiconductor and its types.pptx
An introduction to Semiconductor and its types.pptxAn introduction to Semiconductor and its types.pptx
An introduction to Semiconductor and its types.pptxPurva Nikam
 
TechTAC® CFD Report Summary: A Comparison of Two Types of Tubing Anchor Catchers
TechTAC® CFD Report Summary: A Comparison of Two Types of Tubing Anchor CatchersTechTAC® CFD Report Summary: A Comparison of Two Types of Tubing Anchor Catchers
TechTAC® CFD Report Summary: A Comparison of Two Types of Tubing Anchor Catcherssdickerson1
 
Call Girls Narol 7397865700 Independent Call Girls
Call Girls Narol 7397865700 Independent Call GirlsCall Girls Narol 7397865700 Independent Call Girls
Call Girls Narol 7397865700 Independent Call Girlsssuser7cb4ff
 

Recently uploaded (20)

Work Experience-Dalton Park.pptxfvvvvvvv
Work Experience-Dalton Park.pptxfvvvvvvvWork Experience-Dalton Park.pptxfvvvvvvv
Work Experience-Dalton Park.pptxfvvvvvvv
 
IVE Industry Focused Event - Defence Sector 2024
IVE Industry Focused Event - Defence Sector 2024IVE Industry Focused Event - Defence Sector 2024
IVE Industry Focused Event - Defence Sector 2024
 
Correctly Loading Incremental Data at Scale
Correctly Loading Incremental Data at ScaleCorrectly Loading Incremental Data at Scale
Correctly Loading Incremental Data at Scale
 
8251 universal synchronous asynchronous receiver transmitter
8251 universal synchronous asynchronous receiver transmitter8251 universal synchronous asynchronous receiver transmitter
8251 universal synchronous asynchronous receiver transmitter
 
Introduction-To-Agricultural-Surveillance-Rover.pptx
Introduction-To-Agricultural-Surveillance-Rover.pptxIntroduction-To-Agricultural-Surveillance-Rover.pptx
Introduction-To-Agricultural-Surveillance-Rover.pptx
 
young call girls in Rajiv Chowk🔝 9953056974 🔝 Delhi escort Service
young call girls in Rajiv Chowk🔝 9953056974 🔝 Delhi escort Serviceyoung call girls in Rajiv Chowk🔝 9953056974 🔝 Delhi escort Service
young call girls in Rajiv Chowk🔝 9953056974 🔝 Delhi escort Service
 
Churning of Butter, Factors affecting .
Churning of Butter, Factors affecting  .Churning of Butter, Factors affecting  .
Churning of Butter, Factors affecting .
 
Gurgaon ✡️9711147426✨Call In girls Gurgaon Sector 51 escort service
Gurgaon ✡️9711147426✨Call In girls Gurgaon Sector 51 escort serviceGurgaon ✡️9711147426✨Call In girls Gurgaon Sector 51 escort service
Gurgaon ✡️9711147426✨Call In girls Gurgaon Sector 51 escort service
 
computer application and construction management
computer application and construction managementcomputer application and construction management
computer application and construction management
 
Application of Residue Theorem to evaluate real integrations.pptx
Application of Residue Theorem to evaluate real integrations.pptxApplication of Residue Theorem to evaluate real integrations.pptx
Application of Residue Theorem to evaluate real integrations.pptx
 
Call Girls Delhi {Jodhpur} 9711199012 high profile service
Call Girls Delhi {Jodhpur} 9711199012 high profile serviceCall Girls Delhi {Jodhpur} 9711199012 high profile service
Call Girls Delhi {Jodhpur} 9711199012 high profile service
 
Arduino_CSE ece ppt for working and principal of arduino.ppt
Arduino_CSE ece ppt for working and principal of arduino.pptArduino_CSE ece ppt for working and principal of arduino.ppt
Arduino_CSE ece ppt for working and principal of arduino.ppt
 
9953056974 Call Girls In South Ex, Escorts (Delhi) NCR.pdf
9953056974 Call Girls In South Ex, Escorts (Delhi) NCR.pdf9953056974 Call Girls In South Ex, Escorts (Delhi) NCR.pdf
9953056974 Call Girls In South Ex, Escorts (Delhi) NCR.pdf
 
UNIT III ANALOG ELECTRONICS (BASIC ELECTRONICS)
UNIT III ANALOG ELECTRONICS (BASIC ELECTRONICS)UNIT III ANALOG ELECTRONICS (BASIC ELECTRONICS)
UNIT III ANALOG ELECTRONICS (BASIC ELECTRONICS)
 
Heart Disease Prediction using machine learning.pptx
Heart Disease Prediction using machine learning.pptxHeart Disease Prediction using machine learning.pptx
Heart Disease Prediction using machine learning.pptx
 
Design and analysis of solar grass cutter.pdf
Design and analysis of solar grass cutter.pdfDesign and analysis of solar grass cutter.pdf
Design and analysis of solar grass cutter.pdf
 
An introduction to Semiconductor and its types.pptx
An introduction to Semiconductor and its types.pptxAn introduction to Semiconductor and its types.pptx
An introduction to Semiconductor and its types.pptx
 
TechTAC® CFD Report Summary: A Comparison of Two Types of Tubing Anchor Catchers
TechTAC® CFD Report Summary: A Comparison of Two Types of Tubing Anchor CatchersTechTAC® CFD Report Summary: A Comparison of Two Types of Tubing Anchor Catchers
TechTAC® CFD Report Summary: A Comparison of Two Types of Tubing Anchor Catchers
 
young call girls in Green Park🔝 9953056974 🔝 escort Service
young call girls in Green Park🔝 9953056974 🔝 escort Serviceyoung call girls in Green Park🔝 9953056974 🔝 escort Service
young call girls in Green Park🔝 9953056974 🔝 escort Service
 
Call Girls Narol 7397865700 Independent Call Girls
Call Girls Narol 7397865700 Independent Call GirlsCall Girls Narol 7397865700 Independent Call Girls
Call Girls Narol 7397865700 Independent Call Girls
 

Lightmass Operation Challenges for Large Console Games

  • 1. Lightmass Operation for Large Console Games © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 2. Osamu Saito SQUARE ENIX CO., LTD. Environment Designer Developing games full of hopes and dreams © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 3. Large Console Game We encountered various issues in the following 3 areas © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 4. Note: This is not a “Success Story” but rather a discussion of “ongoing” issues. Because our team is still struggling to solve these issues, our workflow may change in the future. If you know of better approaches or methods, Please let me know (right after this session). © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 5. Let’s start with Game © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 6. © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 7. Recreation of a Lounge room © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 8. Photo © 2016 SQUARE ENIX CO., LTD. All Rights Reserved. Unreal Engine4
  • 9. PhotoDoes it seem like we got the lighting right? © 2016 SQUARE ENIX CO., LTD. All Rights Reserved. Unreal Engine4
  • 10. Photo Bad Lighting © 2016 SQUARE ENIX CO., LTD. All Rights Reserved. Unreal Engine4
  • 11. What’s the problem? © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 12. Let’s add a moving object and you will see. © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 13. © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 14. What is the cause? ? © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 15. PLV Precomputed Lighting Volume © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 16. © 2016 SQUARE ENIX CO., LTD. All Rights Reserved. These black dots
  • 17. PLV(Precomputed Lighting Volume) is indirect lighting data which is generated in the space when using Lightmass © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 18. PLV is used to light dynamic objects. © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 19. Errors in PLV cause strange Lighting © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 20. Since most games use dynamic meshes You should pay attention to PLV when building lighting © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 21. This is the cause of the lighting error in the previous slide © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 22. This © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 23. Our team’s solution © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 24. Re-examine sampling method Re-examine lighting method © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 25. Re-examine sampling method Re-examine lighting method © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 26. We reproduced the lighting error with static lights © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 27. Static Light and Emissive Light are the most likely causes of errors in PLV © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 28. Static Light Direct light stored in PLV Emissive Light Very poor PLV accuracy © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 29. Emissive Light Very poor PLV accuracy © 2016 SQUARE ENIX CO., LTD. All Rights Reserved. Static Light Direct light stored in PLV Therefore
  • 30. Static Light Direct light stored in PLV Emissive Light Very poor PLV accuracy Our team decided to limit their usage © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 31. We decided to prohibit the use of Both static light and Emissive light with dynamic meshes. © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 32. This is unfortunate, But we have no choice © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 33. Re-examine sampling method Re-examine lighting method © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 34. ILCQ Settings © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 35. What is ILC? © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 36. ILC Indirect Lighting Cache Indirect lighting caches are created for each dynamic mesh by referencing the PLV © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 37. Point Sampling: one point (center of bounding box) Volume Sampling: 5×5×5 grid (equal to bounding box size) ILCQ Indirect Lighting Cache Quality © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 38. ILCQ Indirect Lighting Cache Quality © 2016 SQUARE ENIX CO., LTD. All Rights Reserved. Point Sampling: one point (center of bounding box) Volume Sampling: 5×5×5 grid (equal to bounding box size)
  • 39. ILCQ set to “Point” causes errors © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 40. But ILCQ set to “Volume” is ok © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 41. © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 42. As a result, draw cost goes up © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 43. As PLV is referenced more, the draw cost increases so Be careful when using “Volume” for large, fast-moving objects! © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 44. Let’s go back to the previous PLV error © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 45. Static Light Stopped direct light from being stored in PLV (our customization) Emissive Light Improved PLV accuracy (From UE4.13 onwards, PLV uses Adaptive Sampling) © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 46. Let’s move on to the next topic © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 47. Console © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 48. Console Development always involves strict limitations © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 49. For example, Memory © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 50. Texture pool of Unreal Engine is 1GB by default 1GB © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 51. Equal to 4K texture x 50 sheets © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 52. Out of this, how much memory can actually be used for lighting? © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 53. 200 MB (1/5) About 10 4K sheets © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 54. For this much area? © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 55. No. For this much area! © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 56. Our development team’s workaround © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 57. Only “BLUE” is allowed for Lightmap Density © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 58. How much resolution does Lightmap Density “BLUE” represent? © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 59. 1m ≈ 5 pixels © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 60. © 2016 SQUARE ENIX CO., LTD. All Rights Reserved. In extreme cases we allow “GREEN”
  • 61. © 2016 SQUARE ENIX CO., LTD. All Rights Reserved. 1m ≈ 20 pixels
  • 62. How about “RED”? © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 63. No way! 1m ≈ 80 Pixels © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 64. We ran into this... © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 65. Completely red map was checked in due to incorrect settings © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 66. 4GB in Lightmaps alone © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 67. Too big to be stored in texture pool Failed to visualize due to error © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 68. Overly large files caused server access errors © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 69. This upset some people... © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 70. If uploaded file size exceeds 1 GB, our system would send a warning e-mail 1GB © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 71. So... © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 72. What if we use “BLUE”? © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 73. So many Lightmap errors © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 74. Intersection errors / UV seam errors Padding errors / UV grid errors © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 75. Creating appropriate Lightmap UVs helps to reduce errors © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 76. We had to compromise to some extent © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 77. Folige lightmap error © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 78. Column Lightmap error Intersection error © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 79. If you know of better solutions, please let us know. We welcome your advice or suggestions. © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 80. © 2016 SQUARE ENIX CO., LTD. All Rights Reserved. One more difficult topic
  • 81. Though we said 200MB for this scale... © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 82. We actually need to reduce it more © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 83. Assuming we have 30 maps at this size... © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 84. Lightmaps alone are 200MB×30 = 6GB © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 85. This accounts for more than 1/4 of a Blu-ray disk © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 86. That’s too much © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 87. Today’s last topc © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 88. Large © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 89. In my opinion, this is the most difficult issue © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 90. Large project = A large number of people involved © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 91. Large project = A large number of people involved = simultaneous work © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 92. Large project = A large number of people involved = simultaneous work = Number of people working on lighting goes into double digits © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 93. Various methods Different preferences © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 94. For consistency, We needed a standard © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 95. We chose “Illuminance-based Lighting” © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 96. What is Illuminance? © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 97. “In photometry, illuminance is the total luminous flux incident on a surface, per unit area. It is a measure of how much the incident light illuminates the surface, wavelength-weighted by the luminosity function to correlate with human brightness perception. Similarly, luminous emittance is the luminous flux per unit area emitted from a surface. Luminous emittance is also known as luminous exitance.” © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 98. “In SI derived units these are measured in lux (lx) or lumens per square metre (cd·sr·m−2). In the CGS system, the unit of illuminance is the phot, which is equal to 10000 lux. The foot-candle is a non-metric unit of illuminance that is used in photography. Illuminance was formerly often called brightness, but this leads to confusion with other uses of the word, such as to mean luminance. "Brightness" should never be used for quantitative description, but only for nonquantitative references to physiological sensations and perceptions of light. The human eye is capable of seeing somewhat more than a 2 trillion- fold range: The presence of white objects is somewhat discernible under starlight, at 5×10−5 lux, while at the bright end, it is possible to read large text at 108 lux, or about 1000 times that of direct sunlight, although this can be very uncomfortable and cause long- lasting afterimages.” © 2016 SQUARE ENIX CO., LTD. All Rights Reserved. Excerpt from Wikipedia https://en.wikipedia.org/wiki/Illuminance
  • 99. “It is an index literally for measure of how much the incident light illuminates the object and used to indicate brightness. If the lit object is not vertical to the ray as shown in right image, illuminance of the lit object decreases, so in order to interporate this. The difference between illuminance and light flux is how to consider the dimension of the lit object. For example, a book which is closer is darker than the book which is far away. This phenomane is reffere to as low illuminance. This is why lux is used to indicate how much the light illuminates the surface of a desk While candela is used as a unit for an electric light which is a light source. The brightness per unit perceived by eyes does not depend on distance but is directly proportional to illuminance of the object. However, the brightness per unit perceived by eyes attenuates as the object gets further if dimension is too small even for the object with same dimension and illuminance. © 2016 SQUARE ENIX CO., LTD. All Rights Reserved. Extraction form Wikipedia https: //ja.wikipedia.org/wiki/%E7%85%A7%E5%BA%A6
  • 100. In other words, “Brightness” © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 101. Illuminance is a unit of human “brightness perception” © 2016 SQUARE ENIX CO., LTD. All Rights Reserved. Sunny 100,000 Lux Cloudy 5,000 Lux Office 500 Lux Underground Parking 30 Lux Street light 5 Lux Moon light 0.1 Lux
  • 102. Why use “Illuminance”? © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 103. We were often asked: “What is the sun’s intensity in terms of a directional light?” © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 104. .... I have no idea © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 105. How could we find the answer to this? © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 106. This brought us to “Illuminance” © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 107. UE4 uses various intensity standards for the 4 respective light types Unknown value Unknown value Lumens Looks like lumens but actually unknown value © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 108. “Illuminance” is not affected by the type of light source because it is a unit for received light © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 109. Using “Illuminance”, the intensity of the sun can be calculated for either a Point light or Directional light © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 110. Using “Illuminance” allows lighting in one standard regardless of light type or material © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 111. Now let’s calculate the brightness of the sun in terms of Directional light intensity © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 112. This part might be a bit boring but... © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 113. First, create a perfectly diffuse surface by placing a plane with the following settings: BaseColor=1.0 Roughness=1.0 Metal=0.0 Specular=0.0 © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 114. Then place a Point light 1m above the surface © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 115. Increase intensity until the L value in HDRVisualize mode reaches 1.0 © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 116. At this point, the Lumen value of the Point light is about 1966 lm 1966/4π ≈ 156.45lx L value of 1.0 is equal to illuminance of about 156 lx © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 117. Next, place a Directional light pointing directly downwards © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 118. We get an L value of 1.0 when the intensity is about 3.15 So a Directional light with intensity of 3.15 corresponds to Illluminance of about 156 lx © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 119. Illuminance on a sunny day is 100,000 Lux © 2016 SQUARE ENIX CO., LTD. All Rights Reserved. Sunny 100,000 Lux Cloudy 5,000 Lux Office 500 Lux Underground Parking 30 Lux Street light 5 Lux Moon light 0.1 Lux
  • 120. 100000/156*3.14 ≈ 2012.8 is the Illuminance value of a Directional Light for a sunny day © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 121. 2012.8 © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 122. Adjust Exposure as necessary © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 123. “illuminance” is a standard which can be applied to different light types Unknown value Unknown value Lumen Looks like lumens, but Unknown value Illuminance © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 124. Using “Illuminance” as a standard makes it easier to use the real world as a reference © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 125. Our team measured illuminance and IBL at regular intervals from sunrise to high noon © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 126. We gathered data on Sun elevation, sun elevation angle, color temperature, light volume, and IBL © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 127. Lighting environment of each time period was reproduced on UE4 and checked for accuracy... © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 128. We built a standardized light rig © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 129. This allowed us to standardize the various lighting methods and approaches that were being used © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 130. Initial lighting design cost was reduced © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 131. However © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 132. Using “Illuminance” as a standard caused some errors © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 133. 16 bit limitation © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 134. UE4 GBuffer is limited to 16 bits per channel © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 135. Maximum value of 16 bit is “65535” © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 136. What happens if we use our previous 2012.8 value Directional Light to light a sphere with Roughness set at 0.0? © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 137. Scene color brightness is blown out at the highlight point shown above Infinity! © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 138. Conversely, with the value set to 0.001, debug view and gizmo display are blown out © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 139. “Illuminance” as a standard = “Reality” as a standard © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 140. HDR data of the real world is too big for 16 bit © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 141. What should we do? © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 142. Are there better lighting workflows? Please let us know. We are happy to hear your suggestions. © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 143. Wrap up © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 144. Large CS Game Watch out for lighting on dynamic objects! Save us, Shinoyama-san! Limitations are very strict Somebody please help us with light bake errors! We are proud of creating our Illuminance standard! But the Gizmo burns our eyes ;) © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 145. Thank you for listening to our presentation © 2016 SQUARE ENIX CO., LTD. All Rights Reserved.
  • 146. Please feel free to ask questions © 2016 SQUARE ENIX CO., LTD. All Rights Reserved. UnrealEngine4 is a trade mark or a registered trade mark of Epic Games. PARAGON is a trade mark or a registered trade mark of Epic Games. Blu-ray is a trade mark or a registered trade mark of Blu-ray Disc Association. Any other company names and product names used in this document are trade marks or registered trade marks of the individual companies.