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“ A bit more Deferred” - CryEngine 3 Martin Mittring – Lead Graphics Programmer Triangle Game Conference 2009
Crytek ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[Mittring07]
Goals after CryEngine 2 ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
What is the shader combination issue? ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Why Deferred Rendering? ,[object Object],[object Object],[object Object],[object Object]
GBuffer in CryEngine 2 ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Z
Deferred in CryEngine 2 ,[object Object],[object Object],SSAO ShadowMask
Deferred Lighting in CryEngine 3 ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Z (native) Normal Specular Power *  [Geldreich09] aka Light Pre-Pass Renderer  [Engel08]
Options for the light accumulation texture ,[object Object],[object Object],[object Object],[object Object],[object Object],6 channels (correct) 4 channels (fast) * sRGB helps to distribute more details in dark areas
Light accumulation texture in IBL ,[object Object],[object Object],[object Object],[object Object]
Storing normals in the GBuffer ,[object Object],[object Object],[object Object],[Lee09]  [Lob09]  => Problematic
Alternative: VS Normal in 2 scalars -1..1 => -1..1 ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],=> still, WS normals are faster
Improved SSAO (with normals) Video
Light rasterization in 2D  (Rectangle)  or 3D  (Convex Object) ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Deferred Light Types 1/3: ,[object Object],[object Object],[object Object],[object Object]
Deferred Light Types 2/3: Image Based Lighting (IBL) ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Ambient without SSAO with hemispherical lighting
[object Object],Black ambient  Shadow casting light source  SSAO Grey ambient (hemispherical) Shadow casting light source  SSAO IBL ambient (Specular and Diffuse) Shadow casting light source SSAO
IBL ambient (Specular and Diffuse)  SSAO Video * brightened up for better display
Deferred Light Types 3/3: Real-time Dynamic Global Illumination ,[object Object],[object Object],[object Object],[object Object],[object Object]
[object Object],[object Object],[object Object],color bleeding bump without light fully dynamic real-time Global Illumination off Global Illumination on
Global Illumination * brightened up for better display
Something missing? ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
References ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Slides should be soon at  http://www.crytek.com/technology/presentations Special thanks to all the passionate people at Crytek
 
 

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A Bit More Deferred Cry Engine3

Editor's Notes

  1. “ A bit more Deferred” – Deferred in the way of using the so called “deferred rendering” techniques