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The Order Materials

This document provides an overview and details of a new game project and its material rendering system. The key points are: - The project is a brand new IP set in an alternate history 19th century London exclusively for PlayStation 4, developed in-house using a custom engine and team of 80 developers. - The core shading model uses Cook-Torrance BRDF with GGX distribution and other BRDFs for different material types like skin, cloth, and hair. - The material authoring pipeline is based on inheritance, compositing of parameter maps, and run-time layering controlled by vertex colors.

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poussin3333
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0% found this document useful (0 votes)
76 views74 pages

The Order Materials

This document provides an overview and details of a new game project and its material rendering system. The key points are: - The project is a brand new IP set in an alternate history 19th century London exclusively for PlayStation 4, developed in-house using a custom engine and team of 80 developers. - The core shading model uses Cook-Torrance BRDF with GGX distribution and other BRDFs for different material types like skin, cloth, and hair. - The material authoring pipeline is based on inheritance, compositing of parameter maps, and run-time layering controlled by vertex colors.

Uploaded by

poussin3333
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
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About Our Project

Brand-new IP
Alternate history 19th-century London
Exclusive to PlaySta=on 4
In-house engine
~80 developers

Core Shading Model


Default specular BRDF is Cook-Torrance
D term is GGX distribu=on from Walter et al.
Matching Smith G term derived in same paper
Schlicks approxima=on for Fresnel
Lamber=an diuse, balanced with specular intensity

Core Shading Model


Other BRDFs available
Beckmann (also taken from Walter et al.)
Anisotropic GGX
Hair (Kajiya-Kay)
Skin (pre-integrated diuse)
Cloth

Skin
Pre-integrated skin diuse with SH

Ambient Skin (Diuse only)


Le[ is using normal SH ligh=ng convolved with cosine kernel
Right is using SH ligh=ng convolved with the sca\ering kernel

Cloth Shading
Observa=ons from photo reference:
So[ specular lobe with large smooth
fallos
Fuzz on the rim from asperity
sca\ering
Low specular contribu=on at front
facing angles
Some fabrics have two toned
specular colors

Cloth Shading
Inverted Gaussian for asperity
sca\ering
Transla=on from origin to give
more specular at front facing
angles
No geometry term

Specular Aliasing

Specular Aliasing
Modify roughness maps to reduce aliasing
Using technique based on Frequency Domain
Normal Map Filtering by Han et al.

Specular Aliasing

Represent NDF as spherical Gaussian (vMF distribu=on)


Approximate BRDF in SH as a Gaussian
Convolu=on of two Gaussians is a new Gaussian
Use rela=onship to compute new roughness
BRDF

New Roughness

NDF

No AA

Ours

Ground Truth

Play 3d Material Scanning Video

Scanning

Scanning Calibration

Errors in calibra=on caused low


frequency errors in solved normal
map
Be\er es=ma=on of parameters =
be\er normals

Light direc=on
Light intensity
Geometric distor=on
Radial distor=on
Chroma=c aberra=on

Material Authoring Pipeline


3 pillars of the material pipeline
Inheritance-based data format
Composi=ng
Run-=me layering

Inheritance-based Materials

Common parameters shared in base material


Derived material only stores changes from base
Quicker asset crea=on
Global changes can be made in a single asset

Material Compositing
Mostly oine process
Generates parameter maps from materials and
blending maps
Support composi=ng subset of BRDFs
Cloth, GGX, and Anisotropic
Composi=ng cloth requires applying 2 BRDFs

Material Compositing
Map

R Channel

G Channel

B Channel

A Channel

Format

Normals X

Normals Y

N/A

N/A

BC5

Diuse R

Diuse G

Diuse B

Alpha
(Op=onal)

BC1 or BC3

Specular R

Specular G

Specular B

Specular
Intensity

BC3

Roughness

AO

BRDF Blend

Anisotropy

BC3

Material Layers
Up to 4 layers
Derived from base materials
Separate composi=ng chain
per layer
Driven by vertex colors

Material Layers

Future Work

Composi=ng of other BRDF types


Cheaper composi=ng of mul=ple BRDFs
Improved Specular AA approxima=ons
Mul=ple specular lobes
Be\er diuse BRDFs

Specular AA Sample App


h\ps://mjp.codeplex.com/releases/view/109905

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