Title: A bit more Deferred CryEngine 3
1A bit more Deferred - CryEngine 3
Triangle Game Conference 2009
Martin Mittring Lead Graphics Programmer
2Crytek
- Main office Germany Frankfurt
- More studios Kiev, Budapest, Sofia,
Nottingham, Seoul - English as company language
- 30 nationalities
- CryEngine 1 PC only (Far Cry )
- CryEngine 2 PC only (Crysis )
- CryEngine 3 PC, XBox360, PS3 (announced GDC09)
3- 32/64 Bit, WinXP/Vista, DX9/10, Multi CPU/GPU
- WYSIWYP
- ResourceCompiler Source asset -gt Platform
specific - Direct Light Shadow mapping
- Indirect Light (AO) SSAO / RAM / ...
- No precomputed lighting Production time saver,
Memory, Consistency, Dynamic content - Übershaders
Mittring07
4Goals after CryEngine 2
- PS3 / XBox360GPU, CPU, memory
- Improve streaming
- Improve multithreading
- Improve lighting
- More predictable performance
- Tackle the shader combination issue
5What is the shadercombination issue?
- Übershader is one shader with many features (e.g.
0..4 lights, light types, CM reflection, fog,
detail texture, normalmap, specular texture) - Compiling all possible permutations is a memory,
production and performance problem - Usual solutions
- dynamic branching / separating into multiple
passes / reducing combinations and accepting less
functionality and less performance - Asynchronous shader compiling
- Distributed Job System to compile the shader cache
6Why Deferred Rendering?
- Rendering is a multi-dimensional query View x
Geometry x Material x Light - Classic Forward Rendering for each light
render geometry from scene query with shader - Classic Deferred Rendering render geometry from
scene query outputting GBuffer render each light
from scene query and shade with GBuffer - gt Decouples geometric complexity from
lighting and shading gt Helps on shader
combination issue and predictable performance
7GBuffer in CryEngine 2
Z
- Minimal GBuffer (depth)
- Slower Early Z pass when outputting linear depth
- Formats
- R16
- R16G16
- R32
- Proved to be very useful
8Deferred in CryEngine 2
- Main useDeferred shadows, Per pixel fog
- AdditionallySoft Z clipped Particles, Motion
Blur, Beach/Ocean, EdgeAA,Sun Rays, SSAO, Fake
lights, 2.5D TerrainAO
SSAO
ShadowMask
9Deferred Lighting in CryEngine 3
Normal
Specular Power
Z (native)
- Passes
- 1) Forward GBuffer generation
- 2) Deferred light accumulation into texture
(Phong) - 3) Forward shading with light accumulation
texture gt No deferred shading - Deferred Lighting Multiple light
primitives are possible even Image Based
Lighting (IBL) easy to extend - Compared to Deferred Shading Less bandwidth and
memory problems (10MB EDRAM XBox360) More
flexibility on shading (besides Phong)
Geldreich09 aka Light Pre-Pass Renderer
Engel08
10Options for the light accumulation texture
sRGB helps to distribute more details in dark
areas
- 6 channels Diffuse and Specular
- two 7e3 7e3 7e3, A16R16G16B16f or A8R8G8B8
- 4 channels Diffuse and Specular strength
- a single A16R16G16B16f or A8R8G8B8 (specular
approximated by diffusestrength) - The following pictures show lighting with two
differently coloured lights
6 channels (correct)
4 channels (fast)
11Light accumulation texture in IBL
- The following pictures show lighting with Diffuse
and Specular Cubemaps
- Diffuse RGBSpecular RGBHigh Quality(left)
- Diffuse RGBSpecular StrengthFast
Rendering(right) - Difference often neglectable (depends on
environment)
12Storing normals in the GBuffer
- XYZ world space8 bit problematic with extreme
reflections/specular10 bit good, but what about
specular power and PS3 - Solving Quantization ArtefactsDetail Normalmaps,
Noise, Dither - XY view space (Z reconstruct)8/10/16 bit, negate
Z bit (perspective and normal mapping)
gt Problematic
Lee09 Lob09
13Alternative VS Normal in 2 scalars-1..1 gt -1..1
- Normal to GBuffferGnormalize(N.xy)sqrt(N.z0.
50.5) - GBuffer to NormalN.zlength2(G.xy)2-1N.xynor
malize(G.xy)sqrt(1-N.zN.z) - more precision where it matters (bright part)
- framebuffer blending friendly
- no z reconstruction issues
- wasted area
- more ALU than WS
gt still, WS normals are faster
14Video
Improved SSAO (with normals)
15Light rasterization in2D (Rectangle) or 3D
(Convex Object)
- 2D
- cheap WS position reconstruction
(InterpolatorMAD) - Combining multiple lights
- Stencil prepass (if not fullscreen)
- Coarse blocks can be rejected based on z min/max
- 3D
- Z buffer
- tighter bounding object (less pixels to
process) - Depth bounds test (only on some HW)
16Deferred Light Types 1/3
- Directional lightoptional with cloud shadows,
multiple shadowmaps - Point/Projector lightsoptional with projector
texture - Procedural Caustics(before this was multi-pass,
one drawcall for each object under water
including terrain) - Interleaved Shadowmap lookupsno extra
memoryless bandwidth neededno limits on shadow
mask channel count
17Deferred Light Types 2/3Image Based Lighting
(IBL)
- Light Probes are the high quality solution for
distant light - Cubemaps allow efficient HDR lighting in
real-time - Diffuse CM can be computed from specular CM
- Mip adjusted lookup allows different specular
power values - Improves shading in ambient lighting conditionby
adding normal dependent and specular lighting - Light Probes can be generated at specified level
positions - Deferred Lighting allows blending of localized
Light Probes - Looks even better with SSAO
18Ambient without SSAOwith hemispherical lighting
19Black ambient Shadow casting light source SSAO
Grey ambient (hemispherical)Shadow casting light
source SSAO
IBL ambient (Specular and Diffuse)Shadow casting
light sourceSSAO
20IBL ambient (Specular and Diffuse) SSAO
brightened up for better display
Video
21Deferred Light Types 3/3Real-time Dynamic
Global Illumination
- Details will be presented at upcomingSiggraph
2009 by Anton Kaplanyanwho developed that at
Crytek - Implemented and fast on XBox360, PS3 and PC
- No precomputation
- Fully dynamic (geometry, materials and lights)
- Unified for static and dynamic objects
22Global Illumination off
- black ambient
- (to emphasize where GI
- affects the image)
color bleeding bump without light fully
dynamic real-time
Global Illumination on
23Global Illumination
brightened up for better display
24Something missing?
- Transparency gt falling back to well known
techniques - Per pixel global fog and fog volumes (deferred)
- Back to front sorted alpha transparent objects
- Volume texture clouds, Imposter clouds, Distance
clouds - Particle systems avoiding per particle sorting
- Anti-aliasing gt Nasty but possible
- EdgeAA,
- ... we work on it
25References
- Mittring07 Finding Next Gen CryEngine2Siggrap
h 2007, Martin Mittringhttp//ati.amd.com/develop
er/gdc/2007/mittring-finding_nextgen_cryengine2(si
ggraph07).pdf - Engel08 The Light Pre-Pass RendererShaderX7,
Wolfgang Engelhttp//diaryofagraphicsprogrammer.b
logspot.com/2008/03/light-pre-pass-renderer.html - Lee09a PrelightingMark Leehttp//www.insomni
acgames.com/tech/articles/0209/files/prelighting.p
df - Lee09b Pre-lighting in Resistance 2GDC 2009,
Mark Leehttp//www.gdconf.com/conference/Tutorial
20Handouts/200_insomniac/gdc09_insomniac_prelight
ing.pdf - Geldreich09 Deferred Lighting and ShadingGDC
2009, Rich Geldreich, Matt Pritchard, John
Brookshttp//archive.gdconf.com/gdc_2004/pritchar
d_matt.ppt - Shish05 Deferred Shading in S.T.A.L.K.E.R.GPU
Gems 2, Oles Shishkovtsov http//http.developer.
nvidia.com/GPUGems2/gpugems2_chapter09.html - Lob09 S.T.A.L.K.E.R Clear Sky a showcase
for Direct3D 10.0/1GDC 2009, Igor A.
Lobanchikov, Holger Gruenhttp//www.gdconf.com/co
nference/Tutorial20Handouts/100_Advanced20Visual
20Effects20with20Direct3D/100_Handout202.pdf - Valient07 Deferred Rendering in Killzone
2Develop Conference 2007, Michal
Valienthttp//www.guerrilla-games.com/publication
s/dr_kz2_rsx_dev07.pdf
Slides should be soon at http//www.crytek.com
/technology/presentations
Special thanks to all the passionate people at
Crytek
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