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Transcript of Buttefly
Butterfly Effect:Workflow, Rendering & Shading
Renaldas ZiomaUnity Technologies
@__ReJ__
Monday, April 29, 13
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What is it?Real-time animated shortCollaboration between Unity, Passion Pictures and NVIDIA
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Opportunity to Learn
• Passion Pictures• New world of RealTime• No prior experience with Unity
• Unity Technologies• CG Pipeline• Huge amounts of Data
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Project Outline
• 30GB of source Assets• 5GB of runtime Data• 137 shots• 40 “scenes” in Editor
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Project Organization• Team of ~10 - first month
• pre production• research / tools
• Team of ~30 - next 2 months• content• tools / engine modifications
• Team of 5 - last 3.5 months• polish• optimizations
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Previz• One Sequence• Goals
• Initial timings• Visualize Space
• Prime lenses • 10, 14, 18, 21, 24, 27, 35, 40, 50, 75, 100, 200
• Zoom lens • 18 to 150
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Pipeline
• Connect Passion pipeline with Unity Editor• Main Goal
Minimal changes to Artist workflow!
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Passion Pipeline
• No Change for Artists• Use Existing Asset Pipeline
• Sequences SB, BU• Shots SB_01_00, SB_02_00• Assets [Character/Camera/Layout]
• Export Models and Publish Shots as normal• Add Unity support
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Character Rig
• XSI Softimage Rig• Bones• Envelope• Face Shapes• Controls
• Unity Rig• Bones• Blend Shapes• Materials
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Facial Rig
• Bones• Head, neck, jaw, eyes
• Blend shapes • Face
• Mocap shoot• Face markers
• Cubic motion • Retarget facial animation onto XSI controls
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Non-linear time
• Treat Sequences as Live Shoot• Cover the action from different angles• Each sequence needs multiple cameras
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Non-linear time• Shot Description
• Final Cut edit• Export EDL as XML file• Camera in/out points
• Timeline in Unity
• Sequence Preview in RV• Using EDL from Final Cut• Play whole preview sequence in RV• Instant Feedback for Animators
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Timeline in Unity
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Timeline in Unity
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Non-linear Challenges
• Animation• Particles• Physics
• Rigid Body simulation
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Point Cache
• Per-vertex Deformations• Cloth• Hair
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Point Cache
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Tessellation
• CatmullClark• Now: on CPU• Future: OpenSubdiv library
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Hair
• Guide “strands” for modeling• GPU Tesselation and “Amplification”•
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Hair
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MentalRay Architectural (MIA) Shaders• Familiar• Small set of parameters• Physically Based• Micro facet• Energy conserving
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1 parameter for Diffuse
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2 parameters for Specular
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2 parameters for Reflectivity
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MIA Implementation
• Oren-Nayar• Diffuse
• Cook-Torrance• Specular• Geometric + Roughness + Fresnel term• Ward distribution for Roughness• I think... ;)
• Direct + Indirect illumination
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Unity Implementation
• Oren-Nayar• very expensive• OK approximations
• Cook-Torrance• Normalized Blinn-Phong instead of Ward• Roughness to Phong exponent (n):
• n = 2 / roughness2 - 2 • Tweaked to match MIA look:
• n = 2 / roughness4 - 2• Schlick approximation for Fresnel
• Only direct illumination at RunTime
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MentalRay Unity
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Indirect Illumination (GI)
• Point Clouds for Dynamic Geometry• Spherical Harmonics for Diffuse Bounce• Cube Textures for Reflections
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Indirect Illumination (GI)
• Textures for Static Geometry• Diffuse Bounce• AO
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Indirect Illumination (GI)
• Calculated offline with Autodesk Beast• Path Tracer + Final Gather
• IBL for Sky• Fake Caustics
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Real Time Shadows
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Baked Shadows• Of course baked only for static environments
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Ambient Occlusion• HBAO - Screen Space
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Ambient Occlusion• Too Dark & Dirty
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Ambient Occlusion• Applied ONLY to Indirect Illumination• Colored to match Sky better
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Skin
• Texture Space Diffusion• 3 Layers
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Back Scattering• Translucency Map• Adds intensity to sub-
dermal layer
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HDR
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2 Specular lobes
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HDR
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Depth Of Field
• Antialiasing aware• FXAA based
• With Splatted Bokeh Texture
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Thank you!
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References
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[Bavoil08] Image-Space Horizon-Based Ambient Occlusion. L. Bavoil, M. Sainz, 2008
[Catmull78] Recursively generated B-spline surfaces on arbitrary topological meshes. E. Catmull, J. Clark, 1978
[CookTorrance82] A Reflectance Graphics Model for Computer graphic. R. L. Cook, K. E. Torrance, 1982
[Hoffman10] Crafting Physically Motivated Shading Models for Game Development. N. Hoffman, 2010
[Lottes09] FXAA. T. Lottes, 2009
[Mental07] mental ray Architectural and Design Visualization Shader Library. mental images GmbH, 2007
http://www.mentalimages.com/fileadmin/user_upload/PDF/arch_and_design.pdf
[Mikkelsen09] Microfacet Based Bidirectional Reflectance Distribution Function. M. Mikkelsen, 2009
[Nießner12] Feature-Adaptive GPU Rendering of Catmull-Clark Subdivision Surfaces. M. Nießner, C. Loop, M. Meyer, T. Derose, 2012
[Olano10] LEAN Mapping. M. Olano, D. Baker, 2010
[Schüler11] The Blinn-Phong Normalization Zoo. C. Schüler, 2011
http://www.thetenthplanet.de/archives/255
[Zhukov98] An ambient light illumination model. S. Zhukov, A. Inoes, G. Kronin, 1998
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