# Where we started
- Tomb Raider: Underworld的引擎(2008)
- forward lighting
- heavy use of lightmap
# lightmap problem with TombRaider2013
- modular workflow in Horizon
- rapid iteration
- emphasis on reuse(一块木板可以用来build出小型建筑。。。疯了)
- destructibility in world
- material very complex, can not afford lightmap on disk or in memory
# first pass deferred lighting
- brought in from Deus Ex 3(用的一样的引擎)
- 但是workflow不一样,难用
- art team也觉得除了lightmap别的不能用
# selling the Team on Deferred
- setup pepsi challenge(让consumer决定哪个内部产品)
- 2个team,2个月做same level
- forward.主要在搞scene cleanup,展UV,bake一次1天
- deferred. 3-4 days to light the level(剩下的时间都在实现workflow)
# crystal lighting system
- hybrid
- forward for translucent and complex materials
- various light type and light complexities
- combined with art driven lighting stages(editable in realtime)
- light complexities
- universal(主要光)
- used for key lights
- effect everything in scene
- fill
- 不算specular
- deferred only
- 就是用来补光、造成bounce的假象的
- much cheaper on cpu,immediate flushed out from pipeline once scheduled(没太懂这句)
- AO dark
- add ambient occlusion to scene(好像就是传说中的负光。。。)
- 主要是用来做出AO效果,为何不用AO贴图或SSAO?
- 说是render到half resolution的buffer上
- player
- light player seperately from everything else
- 是吧所有player light的color和direction average出一个来用(主要是cinematic)
- FX based:用来做出全场景的wet或burn的效果
- light stages
- Tomb Raider: Underworld的引擎(2008)
- forward lighting
- heavy use of lightmap
# lightmap problem with TombRaider2013
- modular workflow in Horizon
- rapid iteration
- emphasis on reuse(一块木板可以用来build出小型建筑。。。疯了)
- destructibility in world
- material very complex, can not afford lightmap on disk or in memory
# first pass deferred lighting
- brought in from Deus Ex 3(用的一样的引擎)
- 但是workflow不一样,难用
- art team也觉得除了lightmap别的不能用
# selling the Team on Deferred
- setup pepsi challenge(让consumer决定哪个内部产品)
- 2个team,2个月做same level
- forward.主要在搞scene cleanup,展UV,bake一次1天
- deferred. 3-4 days to light the level(剩下的时间都在实现workflow)
# crystal lighting system
- hybrid
- forward for translucent and complex materials
- various light type and light complexities
- combined with art driven lighting stages(editable in realtime)
- light complexities
- universal(主要光)
- used for key lights
- effect everything in scene
- fill
- 不算specular
- deferred only
- 就是用来补光、造成bounce的假象的
- much cheaper on cpu,immediate flushed out from pipeline once scheduled(没太懂这句)
- AO dark
- add ambient occlusion to scene(好像就是传说中的负光。。。)
- 主要是用来做出AO效果,为何不用AO贴图或SSAO?
- 说是render到half resolution的buffer上
- player
- light player seperately from everything else
- 是吧所有player light的color和direction average出一个来用(主要是cinematic)
- FX based:用来做出全场景的wet或burn的效果
- light stages

本文探讨了《古墓丽影2013》的光线渲染技术,从之前的Tomb Raider: Underworld的引擎开始,描述了光贴图的问题以及如何转向延迟光照解决方案。团队通过对比实验(pepsi challenge)最终选择了延迟光照,并介绍了水晶照明系统,包括混合光照、通用光、阴影技术、环境光遮蔽(AO)和特殊效果光照等方面,展示了游戏中复杂的光照效果和实时调整的可能性。
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