SlideShare a Scribd company logo
1 of 29
Download to read offline
Rendering Wounds in
   Left 4 Dead 2
   Alex Vlachos, Valve
     March 9, 2010
Outline
• Goals

• Technical Constraints

• Initial Prototype

• Final Solution
Left 4 Dead 1 Wounds
•   Built-in
•   5 variations only
•   Requires texture support
•   Always Fatal
The Pitch
      Gray Horsfield lives for destruction
(Gray is a Visual Effects Artist at Valve, previously at Weta)
Goals
• Accurate location of wounds

• Wounds match weapon strength
  – Remove limbs, torso, head, half of body


• Separate wound geometry & textures

• Several active/visible wounds per model
  – Shipped up to 2 active wounds
Technical Constraints
• Already at memory limits on the Xbox 360

• Didn’t want heavy CPU setup

• Ideally wanted a GPU solution

• No additional base meshes except for
  wound geometry
  – Better for artists to author
  – Share wound models among many infected
Common Infected Variation
• Simplest infected has over 24,000 variations




• We didn’t want to add another variable to this
Things We Didn’t/Couldn’t Do
• Model variations of each infected with all
  combinations of 1 and 2 wounds

• Use different index buffers to cull polygons –
  not friendly with LOD and low quality wound
  silhouettes

• Auto-generate new polygonal meshes with
  holes cut for wound models

• Author different body parts/sections with
  different wound variations
Initial Prototype
• Use pose-space ellipsoids to cull pixels
• Fill hole with wound model
Culling Inside an Ellipsoid
• Vertex Shader calculates relative distance
• Interpolate this value and clip / texkill
Benefits
• No additional vertex buffer data
• Still only one draw call for full model
• Wounds are a separate draw call with
  their own textures:
Problems
• Hard cut looked unnatural

• Wound models looked strange
  because they required a lip
  around the wound border

• Lacked blood on the clothes and
  skin near the border of the wound

• Required an exact geometric fit
  with the model
Projected Texture Experiment
Try using a projected texture and use alpha
  to kill pixels
Abdominal Wounds




• Projected texture will affect his back
• So let’s combine the texture and ellipsoid
Blood Layer
• The texture projection is aligned with an
  axis of the ellipse
• We multiply the blood layer by a gradient
  to prevent the blood from spraying too far
Vertex Shader Code
 // Subtract off ellipsoid center
 float3 vLocalPosition = ( vPreSkinnedPosition.xyz - vEllipsoidCenter.xyz );

 // Apply rotation and ellipsoid scale. Ellipsoid basis is the orthonormal basis
 // of the ellipsoid divided by the per-axis ellipsoid size.
 float3 vEllipsoidPosition;
 vEllipsoidPosition.x = dot( vEllipsoidSide.xyz, vLocalPosition.xyz );
 vEllipsoidPosition.y = dot( vEllipsoidUp.xyz, vLocalPosition.xyz );
 vEllipsoidPosition.z = dot( vEllipsoidForward.xyz, vLocalPosition.xyz );

 // Use the length of the position in ellipsoid space as input to texkill/clip
 float fTexkillInput = length( vEllipsoidPosition.xyz );

 // We use the xy of the position in ellipsoid space as the texture uv
 float2 vTextureCoords = vEllipsoidPosition.xy;
Other
• Depth-only and shadow render passes
  – You don’t want phantom shadows


• Hi-Z performance issues

• Wound models are attached to base
  skeleton of infected model
Multiple Wounds
We limited the final solution to 2 active wounds
Upper & Lower Back
Groin
Arms & Legs
Abdomen
Head Wounds
Half Body
Axe & Sword Slashes
Upper Body
Stats
• Up to 54 unique wounds per model

• Each wound is only 13% of the memory
  cost of the old system in Left 4 Dead 1

• Vertex shader costs 15 instructions
  – Fill-bound, so rendering perf impacted
    minimally

• Pixel Shader costs 7 instructions
Summary
• Wound models separate from base mesh

• Use pose-space ellipsoids for outer limiting
  cull volume

• Use projected texture for rough edges and
  blood layer

• Additional details about our rendering:
  http://www.valvesoftware.com/publications.html
Thank you!



   Alex Vlachos, Valve
alex@valvesoftware.com

More Related Content

What's hot

Deferred shading
Deferred shadingDeferred shading
Deferred shading
Frank Chao
 
A Bit More Deferred Cry Engine3
A Bit More Deferred   Cry Engine3A Bit More Deferred   Cry Engine3
A Bit More Deferred Cry Engine3
guest11b095
 
Crysis Next-Gen Effects (GDC 2008)
Crysis Next-Gen Effects (GDC 2008)Crysis Next-Gen Effects (GDC 2008)
Crysis Next-Gen Effects (GDC 2008)
Tiago Sousa
 
Oit And Indirect Illumination Using Dx11 Linked Lists
Oit And Indirect Illumination Using Dx11 Linked ListsOit And Indirect Illumination Using Dx11 Linked Lists
Oit And Indirect Illumination Using Dx11 Linked Lists
Holger Gruen
 

What's hot (20)

Deferred shading
Deferred shadingDeferred shading
Deferred shading
 
Stochastic Screen-Space Reflections
Stochastic Screen-Space ReflectionsStochastic Screen-Space Reflections
Stochastic Screen-Space Reflections
 
Bindless Deferred Decals in The Surge 2
Bindless Deferred Decals in The Surge 2Bindless Deferred Decals in The Surge 2
Bindless Deferred Decals in The Surge 2
 
【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
 
A Bit More Deferred Cry Engine3
A Bit More Deferred   Cry Engine3A Bit More Deferred   Cry Engine3
A Bit More Deferred Cry Engine3
 
Motion blur
Motion blurMotion blur
Motion blur
 
Vertex Shader Tricks by Bill Bilodeau - AMD at GDC14
Vertex Shader Tricks by Bill Bilodeau - AMD at GDC14Vertex Shader Tricks by Bill Bilodeau - AMD at GDC14
Vertex Shader Tricks by Bill Bilodeau - AMD at GDC14
 
Dissecting the Rendering of The Surge
Dissecting the Rendering of The SurgeDissecting the Rendering of The Surge
Dissecting the Rendering of The Surge
 
Past, Present and Future Challenges of Global Illumination in Games
Past, Present and Future Challenges of Global Illumination in GamesPast, Present and Future Challenges of Global Illumination in Games
Past, Present and Future Challenges of Global Illumination in Games
 
Filmic Tonemapping for Real-time Rendering - Siggraph 2010 Color Course
Filmic Tonemapping for Real-time Rendering - Siggraph 2010 Color CourseFilmic Tonemapping for Real-time Rendering - Siggraph 2010 Color Course
Filmic Tonemapping for Real-time Rendering - Siggraph 2010 Color Course
 
DirectX 11 Rendering in Battlefield 3
DirectX 11 Rendering in Battlefield 3DirectX 11 Rendering in Battlefield 3
DirectX 11 Rendering in Battlefield 3
 
The Rendering Technology of Killzone 2
The Rendering Technology of Killzone 2The Rendering Technology of Killzone 2
The Rendering Technology of Killzone 2
 
Crysis Next-Gen Effects (GDC 2008)
Crysis Next-Gen Effects (GDC 2008)Crysis Next-Gen Effects (GDC 2008)
Crysis Next-Gen Effects (GDC 2008)
 
4K Checkerboard in Battlefield 1 and Mass Effect Andromeda
4K Checkerboard in Battlefield 1 and Mass Effect Andromeda4K Checkerboard in Battlefield 1 and Mass Effect Andromeda
4K Checkerboard in Battlefield 1 and Mass Effect Andromeda
 
Advancements in-tiled-rendering
Advancements in-tiled-renderingAdvancements in-tiled-rendering
Advancements in-tiled-rendering
 
A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...
A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...
A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...
 
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
 
先進的なルックデベロップメント
先進的なルックデベロップメント先進的なルックデベロップメント
先進的なルックデベロップメント
 
Oit And Indirect Illumination Using Dx11 Linked Lists
Oit And Indirect Illumination Using Dx11 Linked ListsOit And Indirect Illumination Using Dx11 Linked Lists
Oit And Indirect Illumination Using Dx11 Linked Lists
 
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
 

Similar to GDC 2010 Left4Dead2 Wounds

Similar to GDC 2010 Left4Dead2 Wounds (9)

october9.ppt
october9.pptoctober9.ppt
october9.ppt
 
Incarnation - Turning Real World Objects into Perfume World
Incarnation - Turning Real World Objects into Perfume WorldIncarnation - Turning Real World Objects into Perfume World
Incarnation - Turning Real World Objects into Perfume World
 
06 image features
06 image features06 image features
06 image features
 
Design Intent.ppt
Design Intent.pptDesign Intent.ppt
Design Intent.ppt
 
Lec14 multiview stereo
Lec14 multiview stereoLec14 multiview stereo
Lec14 multiview stereo
 
Volumetric Lighting for Many Lights in Lords of the Fallen
Volumetric Lighting for Many Lights in Lords of the FallenVolumetric Lighting for Many Lights in Lords of the Fallen
Volumetric Lighting for Many Lights in Lords of the Fallen
 
COMP 4026 Lecture 5 OpenFrameworks and Soli
COMP 4026 Lecture 5 OpenFrameworks and SoliCOMP 4026 Lecture 5 OpenFrameworks and Soli
COMP 4026 Lecture 5 OpenFrameworks and Soli
 
iOS Visual F/X Using GLSL
iOS Visual F/X Using GLSLiOS Visual F/X Using GLSL
iOS Visual F/X Using GLSL
 
OpenGL - Bringing the 3D World into the Android
OpenGL - Bringing the 3D World into the AndroidOpenGL - Bringing the 3D World into the Android
OpenGL - Bringing the 3D World into the Android
 

GDC 2010 Left4Dead2 Wounds

  • 1. Rendering Wounds in Left 4 Dead 2 Alex Vlachos, Valve March 9, 2010
  • 2. Outline • Goals • Technical Constraints • Initial Prototype • Final Solution
  • 3. Left 4 Dead 1 Wounds • Built-in • 5 variations only • Requires texture support • Always Fatal
  • 4. The Pitch Gray Horsfield lives for destruction (Gray is a Visual Effects Artist at Valve, previously at Weta)
  • 5. Goals • Accurate location of wounds • Wounds match weapon strength – Remove limbs, torso, head, half of body • Separate wound geometry & textures • Several active/visible wounds per model – Shipped up to 2 active wounds
  • 6. Technical Constraints • Already at memory limits on the Xbox 360 • Didn’t want heavy CPU setup • Ideally wanted a GPU solution • No additional base meshes except for wound geometry – Better for artists to author – Share wound models among many infected
  • 7. Common Infected Variation • Simplest infected has over 24,000 variations • We didn’t want to add another variable to this
  • 8. Things We Didn’t/Couldn’t Do • Model variations of each infected with all combinations of 1 and 2 wounds • Use different index buffers to cull polygons – not friendly with LOD and low quality wound silhouettes • Auto-generate new polygonal meshes with holes cut for wound models • Author different body parts/sections with different wound variations
  • 9. Initial Prototype • Use pose-space ellipsoids to cull pixels • Fill hole with wound model
  • 10. Culling Inside an Ellipsoid • Vertex Shader calculates relative distance • Interpolate this value and clip / texkill
  • 11. Benefits • No additional vertex buffer data • Still only one draw call for full model • Wounds are a separate draw call with their own textures:
  • 12. Problems • Hard cut looked unnatural • Wound models looked strange because they required a lip around the wound border • Lacked blood on the clothes and skin near the border of the wound • Required an exact geometric fit with the model
  • 13. Projected Texture Experiment Try using a projected texture and use alpha to kill pixels
  • 14. Abdominal Wounds • Projected texture will affect his back • So let’s combine the texture and ellipsoid
  • 15. Blood Layer • The texture projection is aligned with an axis of the ellipse • We multiply the blood layer by a gradient to prevent the blood from spraying too far
  • 16. Vertex Shader Code // Subtract off ellipsoid center float3 vLocalPosition = ( vPreSkinnedPosition.xyz - vEllipsoidCenter.xyz ); // Apply rotation and ellipsoid scale. Ellipsoid basis is the orthonormal basis // of the ellipsoid divided by the per-axis ellipsoid size. float3 vEllipsoidPosition; vEllipsoidPosition.x = dot( vEllipsoidSide.xyz, vLocalPosition.xyz ); vEllipsoidPosition.y = dot( vEllipsoidUp.xyz, vLocalPosition.xyz ); vEllipsoidPosition.z = dot( vEllipsoidForward.xyz, vLocalPosition.xyz ); // Use the length of the position in ellipsoid space as input to texkill/clip float fTexkillInput = length( vEllipsoidPosition.xyz ); // We use the xy of the position in ellipsoid space as the texture uv float2 vTextureCoords = vEllipsoidPosition.xy;
  • 17. Other • Depth-only and shadow render passes – You don’t want phantom shadows • Hi-Z performance issues • Wound models are attached to base skeleton of infected model
  • 18. Multiple Wounds We limited the final solution to 2 active wounds
  • 20. Groin
  • 25. Axe & Sword Slashes
  • 27. Stats • Up to 54 unique wounds per model • Each wound is only 13% of the memory cost of the old system in Left 4 Dead 1 • Vertex shader costs 15 instructions – Fill-bound, so rendering perf impacted minimally • Pixel Shader costs 7 instructions
  • 28. Summary • Wound models separate from base mesh • Use pose-space ellipsoids for outer limiting cull volume • Use projected texture for rough edges and blood layer • Additional details about our rendering: http://www.valvesoftware.com/publications.html
  • 29. Thank you! Alex Vlachos, Valve alex@valvesoftware.com