“The Design and Evolution of the UberBake Light Baking System” by Seyb, Sloan, Silvennoinen, Iwanicki and Jarosz

  • ©

Conference:


Type(s):


Title:

    The Design and Evolution of the UberBake Light Baking System

Session/Category Title:   Systems and Software


Presenter(s)/Author(s):



Abstract:


    We describe the design and evolution of UberBake, a global illumination system developed by Activision, which supports limited lighting changes in response to certain player interactions. Instead of relying on a fully dynamic solution, we use a traditional static light baking pipeline and extend it with a small set of features that allow us to dynamically update the precomputed lighting at run-time with minimal performance and memory overhead. This means that our system works on the complete set of target hardware, ranging from high-end PCs to previous generation gaming consoles, allowing the use of lighting changes for gameplay purposes. In particular, we show how to efficiently precompute lighting changes due to individual lights being enabled and disabled and doors opening and closing. Finally, we provide a detailed performance evaluation of our system using a set of production levels and discuss how to extend its dynamic capabilities in the future.

References:


    1. 4A Games. 2019. Metro Exodus. Microsoft Windows.
    2. Michael Abrash. 2000. Quake’s Lighting Model: Surface Caching. (2000). https://www.bluesnews.com/abrash/chap68.shtml
    3. Colin Barré-Brisebois. 2017. A Certain Slant of Light: Past, Present and Future Challenges of Global Illumination in Games. In Open Problems in Real-Time Rendering (ACM SIGGRAPH Courses). https://doi.org/10/ggfk67
    4. Benedikt Bitterli, Jan Novák, and Wojciech Jarosz. 2015. Portal-Masked Environment Map Sampling. Computer Graphics Forum (Proc. Eurographics Symposium on Rendering) 34, 4 (July 2015). https://doi.org/10/f7mbx7
    5. Dave Blizard. 2017. Lighting in VR, Embracing the Perpetual Newbie. High Performance Graphics – HotVR Talks. https://www.highperformancegraphics.org/2017/program/
    6. Guillaume Caurant and Thibault Lambert. 2018. The lighting technology of Detroit: Become Human. In Game Developers Conference. https://www.gdcvault.com/play/1025339/The-Lighting-Technology-of-Detroit
    7. Hao Chen. 2008. Lighting and Material of Halo 3. In Game Developers Conference. https://www.gdcvault.com/play/253/Lighting-and-Material-of-HALO
    8. Fabien Christin. 2018. Lighting the City of Glass – Rendering ‘Mirror’s Edge: Catalyst’. In Game Developers Conference. https://www.gdcvault.com/play/1023284/Lighting-the-City-of-Glass
    9. Cyril Crassin, Fabrice Neyret, Miguel Sainz, Simon Green, and Elmar Eisemann. 2011. Interactive Indirect Illumination Using Voxel Cone Tracing. Computer Graphics Forum (Proc. Pacific Graphics) 30, 7 (Sept. 2011). https://doi.org/10/fqnc9v
    10. Robert Cupisz. 2012. Light Probe Interpolation Using Tetrahedral Tessellations. In Game Developers Conference. https://www.gdcvault.com/play/1015312/Light-Probe-Interpolation-Using-Tetrahedral
    11. Carsten Dachsbacher, Jaroslav Křivánek, Miloš Hašan, Adam Arbree, Bruce Walter, and Jan Novák. 2014. Scalable Realistic Rendering with Many-Light Methods. Computer Graphics Forum 33, 1 (Feb. 2014). https://doi.org/10/f5twgd
    12. Epic Games. 2020. Unreal Engine. https://www.unrealengine.com/
    13. Gene Greger, Peter Shirley, Philip M. Hubbard, and Donald P. Greenberg. March/April 1998. The Irradiance Volume. IEEE Computer Graphics & Applications 18, 2 (March/April 1998). https://doi.org/10/ckjbb8
    14. Florent Guinier. 2020. GPU Lightmapper: A Technical Deep Dive. https://blogs.unity3d.com/2019/05/20/gpu-lightmapper-a-technical-deep-dive/
    15. Takahiro Harada, Jay McKee, and Jason C Yang. 2012. Forward+: Bringing deferred lighting to the next level.. In Proc. Eurographics Short Papers. https://doi.org/10/dtm8
    16. Miloš Hašan, Fabio Pellacini, and Kavita Bala. 2006. Direct-to-Indirect Transfer for Cinematic Relighting. Proc. SIGGRAPH 25, 3 (July 2006). https://doi.org/10/cqgn89
    17. Paul S. Heckbert. 1990. Adaptive Radiosity Textures for Bidirectional Ray Tracing. Proc. SIGGRAPH 24, 4 (Aug. 1990). https://doi.org/10/bsxgp4
    18. Heinrich Hey and Werner Purgathofer. 2002. Importance Sampling with Hemispherical Particle Footprints. In Proc. Spring Conference on Computer Graphics (SCCG). https://doi.org/10/fmx2jp
    19. Sébastien Hillair. 2018. “Real-time Raytracing for Interactive Global Illumination Workflows in Frostbite & “Shiny Pixels and Beyond: Real-Time Raytracing at SEED (Presented by NVIDIA). In Game Developers Conference. https://www.gdcvault.com/play/1024801/
    20. JT Hooker. 2016. Volumetric Global Illumination at Treyarch. In Advances in Real-Time Rendering Course (ACM SIGGRAPH Courses). http://advances.realtimerendering.com/s2016/index.html
    21. id Software. 1999. Quake III Arena. https://github.com/id-Software/Quake-III-Arena
    22. David S. Immel, Michael F. Cohen, and Donald P. Greenberg. 1986. A Radiosity Method for Non-Diffuse Environments. Proc. SIGGRAPH 20, 4 (Aug. 1986). https://doi.org/10/dmjm9t
    23. Infinity Ward. 2019. Call of Duty: Modern Warfare. Microsoft Windows.
    24. Michał Iwanicki and Peter-Pike Sloan. 2017. Precomputed Lighting in Call of Duty: Infinite Warfare. In Advances in Real-Time Rendering in Games, Part I (ACM SIGGRAPH Courses). https://doi.org/10/gf3tbc
    25. Henrik Wann Jensen. 1995. Importance Driven Path Tracing Using the Photon Map. In Rendering Techniques (Proc. Eurographics Workshop on Rendering). https://doi.org/10/gf2hcr
    26. Henrik Wann Jensen. 1996. Global Illumination Using Photon Maps. In Rendering Techniques (Proc. Eurographics Workshop on Rendering). https://doi.org/10/fzc6t9
    27. James T. Kajiya. 1986. The Rendering Equation. Proc. SIGGRAPH 20, 4 (Aug. 1986). https://doi.org/10/cvf53j
    28. Anton Kaplanyan and Carsten Dachsbacher. 2010. Cascaded Light Propagation Volumes for Real-Time Indirect Illumination. In Proc. Symposium on Interactive 3D Graphics and Games. https://doi.org/10/bxjp4v
    29. Alexander Keller. 1997. Instant Radiosity. In Proc. SIGGRAPH. https://doi.org/10/fqch2z
    30. Janne Kontkanen, Emmanuel Turquin, Nicolas Holzschuch, and François X. Sillion. 2006. Wavelet Radiance Transport for Interactive Indirect Lighting. In Rendering Techniques (Proc. Eurographics Symposium on Rendering). https://doi.org/10/ggfk62
    31. Matias Koskela, Kalle Immonen, Markku Mäkitalo, Alessandro Foi, Timo Viitanen, Pekka Jääskeläinen, Heikki Kultala, and Jarmo Takala. 2019. Blockwise Multi-Order Feature Regression for Real-Time Path-Tracing Reconstruction. Proc. SIGGRAPH 38, 5 (June 2019). https://doi.org/10/ggd8dj
    32. Samuli Laine and Tero Karras. 2010. Efficient Sparse Voxel Octrees. In Proc. Symposium on Interactive 3D Graphics and Games. https://doi.org/10/c6n3hz
    33. Dimitar Lazarov. 2013. Getting More Physical in Call of Duty: Black Ops II. In ACM SIGGRAPH Courses. https://blog.selfshadow.com/publications/s2013-shading-course/
    34. Jaakko Lehtinen, Matthias Zwicker, Emmanuel Turquin, Janne Kontkanen, Frédo Durand, François X. Sillion, and Timo Aila. 2008. A Meshless Hierarchical Representation for Light Transport. Proc. SIGGRAPH 27, 3 (Aug. 2008). https://doi.org/10/cbpkvx
    35. Bradford J. Loos, Lakulish Antani, Kenny Mitchell, Derek Nowrouzezahrai, Wojciech Jarosz, and Peter-Pike Sloan. 2011. Modular Radiance Transfer. Proc. SIGGRAPH Asia 30, 6 (Dec. 2011). https://doi.org/10/gfzndt
    36. Bradford James Loos, Derek Nowrouzezahrai, Wojciech Jarosz, and Peter-Pike Sloan. 2012. Delta Radiance Transfer. In Proc. Symposium on Interactive 3D Graphics and Games. https://doi.org/10/gfzndh
    37. Heqi Lu, Romain Pacanowski, and Xavier Granier. 2014. Position-dependent importance sampling of light field luminaires. IEEE Transactions on Visualization and Computer Graphics 21, 2 (2014). https://doi.org/10/f6v2b5
    38. Christian Luksch, Robert F. Tobler, Ralf Habel, Michael Schwärzler, and Michael Wimmer. 2013. Fast Light-Map Computation with Virtual Polygon Lights. In Proc. Symposium on Interactive 3D Graphics and Games. https://doi.org/10/f3s5gf
    39. Zander Majercik, Jean-Philippe Guertin, Derek Nowrouzezahrai, and Morgan McGuire. 2019. Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields. Journal of Computer Graphics Techniques (JCGT) 8, 2 (June 2019). http://jcgt.org/published/0008/02/01/
    40. Michael Mara, Morgan McGuire, Benedikt Bitterli, and Wojciech Jarosz. 2017. An Efficient Denoising Algorithm for Global Illumination. In Proc. High Performance Graphics. https://doi.org/10/gfzndq
    41. Sam Martin and Per Einarsson. 2010. A Real-Time Radiosity Architecture for Video Game. In Advances in Real-Time Rendering in 3D Graphics and Games, Part I (ACM SIGGRAPH Courses). https://advances.realtimerendering.com/s2010
    42. Stephen McAuley. 2018. The Challenges of Rendering an Open World in Far Cry 5. In Advances in Real-Time Rendering in Games (ACM SIGGRAPH Courses). https://doi.org/10/gf3tbf
    43. Gary McTaggart. 2004. Half-Life® 2 / Valve Source™ Shading. http://www.decew.net/OSS/References/D3DTutorial10_Half-Life2_Shading.pdf
    44. Thomas Müller, Markus Gross, and Jan Novák. 2017. Practical Path Guiding for Efficient Light-Transport Simulation. Computer Graphics Forum (Proc. Eurographics Symposium on Rendering) 36, 4 (June 2017). https://doi.org/10/gbnvrs
    45. David Neubelt and Matt Pettineo. 2015. Advanced Lighting R&D at Ready At Dawn Studios. In Physically Based Shading in Theory and Practice (ACM SIGGRAPH Courses). https://doi.org/10/gf3s6p
    46. Yuriy O’Donnell. 2018. Precomputed Global Illumination in Frostbite. In Game Developers Conference. https://www.gdcvault.com/play/1025434/Precomputed-Global-Illumination-in
    47. Bekir Öztürk and Ahmet ğbuz Akyüz. 2017. Semi-Dynamic Light Maps. In ACM SIGGRAPH 2017 Posters. https://doi.org/10/ggfk9d
    48. Steven G Parker, James Bigler, Andreas Dietrich, Heiko Friedrich, Jared Hoberock, David Luebke, David McAllister, Morgan McGuire, Keith Morley, Austin Robison, and Martin Stich. 2010. OptiX: A General Purpose Ray Tracing Engine. Proc. SIGGRAPH 29, 4 (July 2010). https://doi.org/10/frf4mq
    49. Mark C. Reichert. 1992. A Two-Pass Radiosity Method Driven by Lights and Viewer Position. M.Sc. Thesis. Program of Computer Graphics, Cornell University.
    50. Remedy Entertainment. 2019. Control. Microsoft Windows.
    51. Christoph Schied. 2019. Video Series: Path Tracing for Quake II in Two Months. https://devblogs.nvidia.com/path-tracing-quake-ii/
    52. Christoph Schied, Anton Kaplanyan, Chris Wyman, Anjul Patney, Chakravarty R. Alla Chaitanya, John Burgess, Shiqiu Liu, Carsten Dachsbacher, Aaron Lefohn, and Marco Salvi. 2017. Spatiotemporal Variance-Guided Filtering: Real-Time Reconstruction for Path-Traced Global Illumination. In Proc. High Performance Graphics. https://doi.org/10/ggd8dg
    53. Christoph Schied, Christoph Peters, and Carsten Dachsbacher. 2018. Gradient Estimation for Real-Time Adaptive Temporal Filtering. Proc. ACM on Computer Graphics and Interactive Techniques 1, 2 (Aug. 2018). https://doi.org/10/ggd8dh
    54. Ari Silvennoinen and Jaakko Lehtinen. 2017. Real-Time Global Illumination by Precomputed Local Reconstruction from Sparse Radiance Probes. Proc. SIGGRAPH Asia 36, 6 (Nov. 2017). https://doi.org/10/gcqbvn
    55. Ari Silvennoinen and Peter-Pike Sloan. 2019. Ray Guiding for Production Lightmap Baking. In ACM SIGGRAPH Asia Technical Briefs. https://doi.org/10/ggfk88
    56. Ari Silvennoinen and Ville Timonen. 2015. Multi-Scale Global Illumination in Quantum Break. In Advances in Real-Time Rendering in Games, Part I (ACM SIGGRAPH Courses). https://doi.org/10/gf3s6n
    57. Peter-Pike Sloan, Jan Kautz, and John Snyder. 2002. Precomputed Radiance Transfer for Real-Time Rendering in Dynamic, Low-Frequency Lighting Environments. Proc. SIGGRAPH 21, 3 (2002). https://doi.org/10/fgq3kn
    58. Peter-Pike Sloan and Ari Silvennoinen. 2018. Directional lightmap encoding insights. In ACM SIGGRAPH Asia Technical Briefs. https://doi.org/10/dtm9
    59. Kirill Tokarev. 2018. Horizon Zero Dawn: Interview With the Team. https://80.lv/articles/horizon-zero-dawn-interview-with-the-team/
    60. Unity Technologies. 2020. Unity. https://unity.com/
    61. Eric Veach and Leonidas J. Guibas. 1995. Optimally Combining Sampling Techniques for Monte Carlo Rendering. In Proc. SIGGRAPH, Vol. 29. https://doi.org/10/d7b6n4
    62. Jiří Vorba, Ondřej Karlík, Martin Šik, Tobias Ritschel, and Jaroslav Křivánek. 2014. On-Line Learning of Parametric Mixture Models for Light Transport Simulation. Proc. SIGGRAPH 33, 4 (Aug. 2014). https://doi.org/10/f6c2cp
    63. Ingo Wald, Sven Woop, Carsten Benthin, Gregory S. Johnson, and Manfred Ernst. 2014. Embree: A Kernel Framework for Efficient CPU Ray Tracing. Proc. SIGGRAPH 33, 4 (2014). https://doi.org/10/gfzwck
    64. Gregory J. Ward, Francis M. Rubinstein, and Robert D. Clear. 1988. A Ray Tracing Solution for Diffuse Interreflection. Proc. SIGGRAPH 22, 4 (Aug. 1988). https://doi.org/10/dk6rt5
    65. Chris Wyman, Shawn Hargreaves, Peter Shirley, and Colin Barré-Brisebois. 2018. Introduction to DirectX Raytracing. In ACM SIGGRAPH Courses. https://doi.org/10/djqr
    66. Anton Yudintsev. 2019. Scalable Real-Time Global Illumination for Large Scenes. In Game Developers Conference. https://www.gdcvault.com/play/1026469/Scalable-Real-Time-Global-Illumination


ACM Digital Library Publication:



Overview Page: