0% found this document useful (0 votes)
9 views

D3DTutorial Crytek

This document discusses techniques for rendering realistic atmospheric effects in real-time 3D games. It covers using scene depth to implement effects like fog, sky lighting, and cloud rendering. It also discusses new methods for rendering rivers, oceans, and supporting multi-sample anti-aliasing. The document is an updated presentation building on the author's prior work in this area.

Uploaded by

wvr9rpbdmn
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
9 views

D3DTutorial Crytek

This document discusses techniques for rendering realistic atmospheric effects in real-time 3D games. It covers using scene depth to implement effects like fog, sky lighting, and cloud rendering. It also discusses new methods for rendering rivers, oceans, and supporting multi-sample anti-aliasing. The document is an updated presentation building on the author's prior work in this area.

Uploaded by

wvr9rpbdmn
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 48

Real-time Atmospheric

Effects in Games Revisited

Carsten Wenzel
The deal

! Follow up to a talk I gave at SIGGRAPH


2006
! Covers material presented at the time
plus recent additions and improvements
Overview
! Introduction
! Scene depth based rendering
! Atmospheric effects breakdown
! Sky light rendering
! Fog approaches
! Soft particles
! Cloud rendering (updated/new)
! Volumetric lightning approximation
! River and Ocean rendering (updated/new)
! Scene depth based rendering and MSAA (new)
! Conclusions
Introduction

! Atmospheric effects are important cues


of realism (especially outdoors)
! Why…
! Create sense of depth
! Increase level of immersion
Motivation

! Atmospheric effects are mathematically


complex (so far usually coarsely
approximated if any)
! Programmability and power of today’s
GPUs allow implementation of
sophisticated models
! How to can these be mapped efficiently?
Related Work

! Deferred Shading (Hargreaves 2004)


! Atmospheric Scattering (Nishita et al
1993)
! Cloud Rendering (Wang 2003)
! Real-time Atmospheric Effects in Games
(Wenzel 2006)
Scene Depth Based Rendering:
Motivation
! Many atmospheric effects require accessing
scene depth
! Similar to Deferred Shading [Hargreaves04]
! Mixes well with traditional style rendering
! Deferred shading is not a must!
! Think of it as writing a pixel shader with scene
depth available
! Requires laying out scene depth first and
making it available to following rendering passes
Scene Depth Based Rendering:
Benefits
! Decouple rendering of opaque scene geometry
and application of other effects
! Atmospheric effects
! Post-processing
! More
! Apply complex models while keeping the
shading cost moderate
! Features are implemented in separate shaders
! Helps avoiding hardware shader limits (can support
older HW)
Scene Depth Based Rendering:
Challenges
! Alpha-transparent objects
! Only one color / depth value stored
! However, per-pixel overdraw due to alpha
transparent objects potentially unbound
! Workaround for specific effects needed (will be
mentioned later)
Scene Depth Based Rendering:
API and Hardware Challenges
! Usually cannot directly bind Z-Buffer and
reverse map
! Write linear eye-space depth to texture
instead
! Float format vs. RGBA8
! Supporting Multi-Sample Anti-Aliasing is
tricky (more on that later)
Recovering World Space Position
from Depth
! Many deferred shading implementations
transform a pixel’s homogenous clip space
coordinate back into world space
! 3 dp4 or mul/mad instructions
! There’s often a simpler / cheaper way
! For full screen effects have the distance from the
camera’s position to its four corner points at the far
clipping plane interpolated
! Scale the pixel’s normalized linear eye space depth by
the interpolated distance and add the camera position
(one mad instruction)
Sky Light Rendering

! Mixed CPU / GPU implementation of


[Nishita93]
! Goal: Best quality possible at reasonable
runtime cost
! Trading in flexibility of camera movement
! Assumptions and constraints:
! Camera is always on the ground
! Sky infinitely far away around camera
! Win: Sky update is view-independent, update
only over time
Sky Light Rendering: CPU
! Solve Mie / Rayleigh in-scattering integral
! For 128x64 sample points on the sky
hemisphere solve…
Pb
⎛ H− h (−t ( PP ,λ )−t ( PP ,λ )) ⎞
I v (λ ) = I s (λ )K (λ )F (θ , g ) ∫ ⎜ e 0 e c a ⎟ (1)

Pa ⎝


! Using the current time of day, sunlight direction,
Mie / Rayleigh scattering coefficients
! Store the result in a floating point texture
! Distribute computation over several frames
! Each update takes several seconds to compute
Sky Light Rendering: GPU
! Map float texture onto sky dome
! Problem: low-res texture produces blocky results
even when filtered
! Solution: Move application of phase function to GPU (F(θ,g)
in Eq.1)
! High frequency details (sun spot) now computed per-pixel
! SM3.0/4.0 could solve Eq.1 via pixel shader and
render to texture
! Integral is a loop of ~200 asm instructions iterating 32 times
! Final execution ~6400 instructions to compute in-scattering
for each sample point on the sky hemisphere
Global Volumetric Fog

! Nishita’s model still too expensive to


model fog/aerial perspective
! Want to provide an atmosphere model
! To apply its effects on arbitrary objects in the
scene
! Developed a simpler method to compute
height/distance based fog with
exponential fall-off
Global Volumetric Fog
f (( x , y , z ) ) = be − cz
T

v v v
v (t ) = o + t d

∫ f ((o ) v
+ td x , o y + td y , o z + td z )
1
v
∫ f (v (t ))dt =
T
x d dt
0

− co z ⎡ 1 − e − cd z ⎤
= be dx + dy + dz
2 2 2
⎢ ⎥
⎣ cd z ⎦
v
F (v (t )) = e
v
− ∫ f (v (t ))dt (2)

f – fog density distribution b – global density


c – height fall-off F – fog density along v

v – view ray from camera (o) to target pos (o+d), t=1


Global Volumetric Fog:
Shader Implementation
Eq.2 translated into HLSL…

float ComputeVolumetricFog( in float3 cameraToWorldPos )


{
// NOTE: cVolFogHeightDensityAtViewer = exp( -cHeightFalloff *
cViewPos.z );

float fogInt = length( cameraToWorldPos ) *


cVolFogHeightDensityAtViewer;

const float cSlopeThreshold = 0.01;


if( abs( cameraToWorldPos.z ) > cSlopeThreshold )
{
float t = cHeightFalloff * cameraToWorldPos.z;
fogInt *= ( 1.0 - exp( -t ) ) / t;
}

return exp( -cGlobalDensity * fogInt );


}
Combining Sky Light and Fog

! Sky is rendered along with scene


geometry
! To apply fog…
! Draw a full screen quad
! Reconstruct each pixel’s world space position
! Pass position to volumetric fog formula to
retrieve fog density along view ray
! What about fog color?
Combining Sky Light and Fog

! Fog color
! Average in-scattering samples along the
horizon while building texture
! Combine with per-pixel result of phase
function to yield approximate fog color
! Use fog color and density to blend
against back buffer
Combining Sky Light and Fog:
Results

*
Fog Volumes
! Fog volumes via ray-tracing in the shader
! Currently two primitives supported: Box,
Ellipsoid
! Generalized form of Global Volumetric Fog
! Exhibits same properties (additionally, direction of
height no longer restricted to world space up vector,
gradient can be shifted along height dir)
! Ray-trace in object space: Unit box, unit sphere
! Transform results back to solve fog integral
! Render bounding hull geometry
! Front faces if outside, otherwise back faces
! For each pixel…
! Determine start and end point of view ray to plug into
Eq.2
Fog Volumes

! Start point
! Either camera pos (if viewer is inside) or ray’s
entry point into fog volume (if viewer is outside)
! End point
! Either ray’s exit point out of the fog volume or
world space position of pixel depending which
one of the two is closer to the camera
! Render fog volumes back to front
! Solve fog integral and blend with back
buffer
Fog Volumes

Rendering of fog volumes: Box (top left/right), Ellipsoid (bottom left/right)


Fog and Alpha-Transparent
Objects
! Shading of actual object and application of
atmospheric effect can no longer be
decoupled
! Need to solve both and combine results in same pass
! Global Volumetric Fog
! Approximate per vertex
! Computation is purely math op based (no lookup
textures required)
! Maps well to older HW…
! Shader Models 2.x
! Shader Model 3.0 for performance reasons / due to lack
of vertex texture fetch (IHV specific)
Fog and Alpha-Transparent
Objects
! Fog Volumes
! Approximate per object, computed on CPU
! Sounds awful but it’s possible when
designers know limitation and how to work
around it
! Alpha-Transparent objects shouldn’t become too
big, fog gradient should be rather soft
! Compute weighted contribution by
processing all affecting of fog volumes back
to front w.r.t camera
Soft Particles

! Simple idea
! Instead of rendering a particle as a regular billboard,
treat it as a camera aligned volume
! Use per-pixel depth to compute view ray’s travel
distance through volume and use the result to fade out
the particle
! Hides jaggies at intersections with other geometry
! Some recent publications use a similar idea and treat
particles as spherical volumes
! We found a volume box to be sufficient (saves shader
instructions; important as particles are fill-rate hungry)
! GS can setup interpolators so point sprites are finally
feasible
Soft Particles: Results

Comparisons shots of particle rendering with soft particles


disabled (left) and enabled (right) *
Clouds Rendering Using Per-
Pixel Depth
! Follow approach similar to [Wang03],
Gradient-based lighting
! Use scene depth for soft clipping (e.g. rain
clouds around mountains) – similar to Soft
Particles
! Added rim lighting based on cloud density
Cloud Shadows
! Cloud shadows are cast in
a single full screen pass
! Use depth to transform
pixel position into shadow
map space
Distance Clouds
! Dynamic sky and pre-baked sky box clouds don’t mix
well
! Real 3D cloud imposters can be expensive and are
often not needed
! Limited to 2D planes above the camera clouds can be
rendered with volumetric properties
! Sample a 2D texture (cloud density) along the view dir
! For each sample point sample along the direction to sun
! Adjust number of samples along both directions to fit
into shader limits, save fill-rate, etc.
Distance Clouds

! Use the accumulated density to calc attenuation


and factor in current sun / sky light

Distance Clouds at different times of day *


Volumetric Lightning Using Per-
Pixel Depth
! Similar to Global Volumetric Fog
! Light is emitted from a point falling off radially
! Need to carefully select attenuation
function to be able to integrate it in a
closed form
! Can apply this lighting model just like
global volumetric fog
! Render a full screen pass
Volumetric Lightning Model
(
f ( x, y , z ) =
T
) v
i
1 + a ⋅ l − ( x, y , z )
T 2

v v v
v (t ) = o + td

( ) v
f (v (t ))dt = ∫ f (ox + td x , o y + td y , oz + td z ) d dt
1
v

T

⎡ ⎛ v + 2w ⎞ ⎛ v ⎞⎤
⎢ arctan⎜⎜ ⎟ − arctan ⎜ ⎟⎥
⎟ ⎜ ⎟
2⎢ ⎝ 4uw − v 2 ⎠ ⎝ 4uw − v 2 ⎠⎥
= 2i d x + d y + d z
2 2
⎢ 4uw − v 2 ⎥
⎢ ⎥
⎢⎣ ⎥⎦
v (3)
= F (v (t ))

f – light attenuation function i – source light intensity


l – lightning source pos a – global attenuation control value
v – view ray from camera (o) to target pos (o+d), t=1
F – amount of light gathered along v
Volumetric Lightning Using Per-
Pixel Depth: Results

*
River shading

! Rivers (and water areas in general)


! Special fog volume type: Plane
! Under water fog rendered as described earlier
(using a simpler uniform density fog model
though)
! Shader for water surface enhanced to softly
blend out at riverside (difference between
pixel depth of water surface and previously
stored scene depth)
River shading: Results

River shading –
Screens taken from a hidden section of the E3 2006 demo *
Ocean shading

! Very similar to river shading, however…


! Underwater part uses more complex
model for light attenuation and in-
scattering
! Assume horizontal water plane, uniform
density distribution and light always
falling in top down
! Can be described as follows…
Ocean shading
( )
f ( x, y, z ) , t = e −c ( s − z )e −ct = e −c ( s − z +t )
T

v v v
v (t ) = o + td
v v v
p−o
d= v v
p−o
v v
l = p−o
v
attenuation = f ( p, l ) = e − c ( s − p z +l )
v
l
v
inscatter = ∫ f (v (t ), t )dt = ∫ e − c ( s − (o z + td z )+ t )
d dt
0
l
−c ( s −oz ) − ct (1− d z )
=e ∫e
0
dt

⎡ e (d z −1)ct ⎤
l
−c ( s −oz )
=e ⎢ ⎥
⎣ (d z − 1 ) c ⎦0
−c ( s −oz ) ⎡ e (d z −1)cl − 1⎤
=e ⎢ ⎥
⎣ (d z − 1)c ⎦
finalCol = attenuation ⋅ sceneCol + inscatter ⋅ envlightCol (4)
Ocean shading: Results

Underwater view: from ground up (1st row), from


underneath the surface down (2nd row). Same lighting
settings apply. Higher density on the right column. *
Scene depth based rendering and
MSAA
! Several problems
! Cannot bind multi-sampled RT as texture
! Shading per pixel and not per sample

! Need to resolve depth RT which


produces wrong values at silhouettes Î
potentially causes outlines in later
shading steps
! Two problems we ran into
! Fog
! River / Ocean
Scene depth based rendering and
MSAA: Fog
! Fog color doesn’t changed drastically for
neighboring pixel while density does
! Have fog density computed while laying out
depth (two channel RT)
! During volumetric fog full screen pass only
compute fog color and read density from
resolved RT
! Averaging density during resolve works
reasonably well compared to depth
Scene depth based rendering and
MSAA: River / Ocean
! Shader assumes dest depth > plane depth
(otherwise pixel would have be rejected by z-
test)
! With resolved depth RT this cannot be
guaranteed (depends on pixel coverage of
object silhouettes)
! Need to enforce original assumption by finding
max depth of current pixel and all neighbors
(direct neighbors suffice)
Scene depth based rendering and
MSAA: Results

Fog full screen pass with MSAA disabled (left) / enabled (right)

River / Ocean shading artifact (left) and fix (right)


Conclusion
! Depth Based Rendering offers lot’s of opportunities
! Demonstrated several ways of how it is used in
CryEngine2
! Integration issues (alpha-transparent geometry, MSAA)

Kualoa Ranch on Hawaii –


Real world photo (left), internal replica rendered with CryEngine2 (right)
References
! [Hargreaves04] Shawn Hargreaves, “Deferred
Shading,” Game Developers Conference, D3D
Tutorial Day, March, 2004.
! [Nishita93] Tomoyuki Nishita, et al., “Display of the
Earth Taking into Account Atmospheric Scattering,”
In Proceedings of SIGGRAPH 1993, pages 175-182.
! [Wang03] Niniane Wang, “Realistic and Fast Cloud
Rendering in Computer Games,” In Proceedings of
SIGGRAPH 2003.
! [Wenzel06] Carsten Wenzel, “Real-time Atmospheric
Effects in Games,” SIGGRAPH 2006.
Acknowledgements

! Crytek R&D / Crysis dev team


Questions

???

You might also like