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![32/64 Bit, WinXP/Vista, DX9/10, Multi CPU/GPU WYSIWYP ResourceCompiler Source asset -> Platform specific Direct Light: Shadow mapping Indirect Light (AO): SSAO / RAM / ... No precomputed lighting Production time saver, Memory, Consistency, Dynamic content Übershaders [Mittring07]](/image.pl?url=https%3a%2f%2fimage.slidesharecdn.com%2fabitmoredeferred-cryengine3-090514000908-phpapp01%2f75%2fA-Bit-More-Deferred-Cry-Engine3-3-2048.jpg&f=jpg&w=240)





![Deferred Lighting in CryEngine 3 Passes: 1) Forward GBuffer generation 2) Deferred light accumulation into texture (Phong) 3) Forward shading with light accumulation texture => 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) Z (native) Normal Specular Power * [Geldreich09] aka Light Pre-Pass Renderer [Engel08]](/image.pl?url=https%3a%2f%2fimage.slidesharecdn.com%2fabitmoredeferred-cryengine3-090514000908-phpapp01%2f75%2fA-Bit-More-Deferred-Cry-Engine3-9-2048.jpg&f=jpg&w=240)


![Storing normals in the GBuffer XYZ world space 8 bit: problematic with extreme reflections/specular 10 bit: good, but what about specular power and PS3 Solving Quantization Artefacts Detail Normalmaps, Noise, Dither XY view space (Z reconstruct) 8/10/16 bit, negate Z bit (perspective and normal mapping) [Lee09] [Lob09] => Problematic](/image.pl?url=https%3a%2f%2fimage.slidesharecdn.com%2fabitmoredeferred-cryengine3-090514000908-phpapp01%2f75%2fA-Bit-More-Deferred-Cry-Engine3-12-2048.jpg&f=jpg&w=240)












![References [Mittring07] “Finding Next Gen CryEngine2“ Siggraph 2007, Martin Mittring http://ati.amd.com/developer/gdc/2007/mittring-finding_nextgen_cryengine2(siggraph07).pdf [Engel08] “The Light Pre-Pass Renderer“ ShaderX7, Wolfgang Engel http://diaryofagraphicsprogrammer.blogspot.com/2008/03/light-pre-pass-renderer.html [Lee09a] “Prelighting“ Mark Lee http://www.insomniacgames.com/tech/articles/0209/files/prelighting.pdf [Lee09b] “Pre-lighting in Resistance 2“ GDC 2009, Mark Lee http://www.gdconf.com/conference/Tutorial%20Handouts/200_insomniac/gdc09_insomniac_prelighting.pdf [Geldreich09] ”Deferred Lighting and Shading” GDC 2009, Rich Geldreich, Matt Pritchard, John Brooks http://archive.gdconf.com/gdc_2004/pritchard_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 10.0/1 GDC 2009, Igor A. Lobanchikov, Holger Gruen http://www.gdconf.com/conference/Tutorial%20Handouts/100_Advanced%20Visual%20Effects%20with%20Direct3D/100_Handout%202.pdf [Valient07] “Deferred Rendering in Killzone 2“ Develop Conference 2007, Michal Valient http:// www.guerrilla-games.com / publications /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](/image.pl?url=https%3a%2f%2fimage.slidesharecdn.com%2fabitmoredeferred-cryengine3-090514000908-phpapp01%2f75%2fA-Bit-More-Deferred-Cry-Engine3-25-2048.jpg&f=jpg&w=240)


CryEngine 3 uses a deferred lighting approach that generates lighting information in screen space textures for efficient rendering of complex scenes on consoles and PC. Key features include storing normals, depth, and material properties in G-buffers, accumulating light contributions from multiple light types into textures, and supporting techniques like image-based lighting, shadow mapping, and real-time global illumination. Deferred rendering helps address shader combination issues and provides more predictable performance.


![32/64 Bit, WinXP/Vista, DX9/10, Multi CPU/GPU WYSIWYP ResourceCompiler Source asset -> Platform specific Direct Light: Shadow mapping Indirect Light (AO): SSAO / RAM / ... No precomputed lighting Production time saver, Memory, Consistency, Dynamic content Übershaders [Mittring07]](/image.pl?url=https%3a%2f%2fimage.slidesharecdn.com%2fabitmoredeferred-cryengine3-090514000908-phpapp01%2f75%2fA-Bit-More-Deferred-Cry-Engine3-3-2048.jpg&f=jpg&w=240)





![Deferred Lighting in CryEngine 3 Passes: 1) Forward GBuffer generation 2) Deferred light accumulation into texture (Phong) 3) Forward shading with light accumulation texture => 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) Z (native) Normal Specular Power * [Geldreich09] aka Light Pre-Pass Renderer [Engel08]](/image.pl?url=https%3a%2f%2fimage.slidesharecdn.com%2fabitmoredeferred-cryengine3-090514000908-phpapp01%2f75%2fA-Bit-More-Deferred-Cry-Engine3-9-2048.jpg&f=jpg&w=240)


![Storing normals in the GBuffer XYZ world space 8 bit: problematic with extreme reflections/specular 10 bit: good, but what about specular power and PS3 Solving Quantization Artefacts Detail Normalmaps, Noise, Dither XY view space (Z reconstruct) 8/10/16 bit, negate Z bit (perspective and normal mapping) [Lee09] [Lob09] => Problematic](/image.pl?url=https%3a%2f%2fimage.slidesharecdn.com%2fabitmoredeferred-cryengine3-090514000908-phpapp01%2f75%2fA-Bit-More-Deferred-Cry-Engine3-12-2048.jpg&f=jpg&w=240)












![References [Mittring07] “Finding Next Gen CryEngine2“ Siggraph 2007, Martin Mittring http://ati.amd.com/developer/gdc/2007/mittring-finding_nextgen_cryengine2(siggraph07).pdf [Engel08] “The Light Pre-Pass Renderer“ ShaderX7, Wolfgang Engel http://diaryofagraphicsprogrammer.blogspot.com/2008/03/light-pre-pass-renderer.html [Lee09a] “Prelighting“ Mark Lee http://www.insomniacgames.com/tech/articles/0209/files/prelighting.pdf [Lee09b] “Pre-lighting in Resistance 2“ GDC 2009, Mark Lee http://www.gdconf.com/conference/Tutorial%20Handouts/200_insomniac/gdc09_insomniac_prelighting.pdf [Geldreich09] ”Deferred Lighting and Shading” GDC 2009, Rich Geldreich, Matt Pritchard, John Brooks http://archive.gdconf.com/gdc_2004/pritchard_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 10.0/1 GDC 2009, Igor A. Lobanchikov, Holger Gruen http://www.gdconf.com/conference/Tutorial%20Handouts/100_Advanced%20Visual%20Effects%20with%20Direct3D/100_Handout%202.pdf [Valient07] “Deferred Rendering in Killzone 2“ Develop Conference 2007, Michal Valient http:// www.guerrilla-games.com / publications /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](/image.pl?url=https%3a%2f%2fimage.slidesharecdn.com%2fabitmoredeferred-cryengine3-090514000908-phpapp01%2f75%2fA-Bit-More-Deferred-Cry-Engine3-25-2048.jpg&f=jpg&w=240)

