a real-time rendered future
TRANSCRIPT
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实时渲染全面应用时代的来临
Li wenlei
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实时渲染还能做什么
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Enterprise Show Reel
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? 为什么要用实时渲染来做
交互速度
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?为什么能用实时渲染来做
• 足够快的硬件• 足够好的工具
• 渲染品质要高• 工作流程要顺畅• 迭代效率要高• 交互实现要便利
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汽车 产品
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渲染品质的提升
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提高了动态物体间接光的品质
•3 Band SH(Sperical Harmonics)
•DFAO on Indirect lighting samples for diffuse and
specular
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提高反射品质
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高精度G-buffer 法线编码
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高精度静态网格顶点法线和切线编码
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•改进后的真实漆面着色模型
•双层法线的应用来更真实的模拟碳纤维,金属漆等表面材质效果
老漆面材质 新双层漆面着色模型 照片
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流程保留
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FBX 外部场景整体导入支持层级,分组,instances,优化导入速度
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交互实现
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全Blueprint功能实现
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Unreal messaging bus
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动画
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角色渲染品质的改进
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Shading方面的改进区分开的Diffuse和Specular的Lighting, 只散射diffuse并不散射specular散射后应用BaseColor得到更加锐利的细节
材质贴图层面:汗毛模拟增加细节Titling的normal/roughness贴图使用Cavity贴图来压暗毛孔/化妆缝隙处的高光
皮肤
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眼球的Shading Model模拟巩膜下的光线散射,虹膜的光线焦散,眼球表面液体层的高光
材质层面input中添加了虹膜的Mask来定义虹膜区域;以及虹膜的深度来模拟角膜的折射;瞳孔的扩张/大小
模型:角膜突起;增加泪腺于眼球的混合过度;增加框内边缘的眼泪
眼球
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睫毛
• 头发• 镜像使用
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• Shading Model层面支持两层高光,散射以及透射
• 材质层面,不透明材质+MASK+TAA+Temporal
Dithering;像素深度偏移表现发丝相互穿插
• 模型:插片• 贴图:Opaciy/ID/Depth/Roots/Flow
毛发
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透明度 发长 ID深度 走向
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软毛
• :• 模型类似头发的做法,插片• 材质: 全黑,颜色只通过次表面材质颜色来提
供;点动画,以及材质的 ; 效果;
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Shading Model 模拟布料绒毛层材质上自定义绒毛层的亮度颜色以及布料层的Mask
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动态物体的环境光阴影
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非线性编辑/3D动画的编辑工具Sequencer
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工作流程
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基于Shots的工作流程
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SubScene多人协同工作的应用
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迭代效率
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Take的应用,快速尝试同个shot的多次重复
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直觉化的操作界面
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• 导演的总体可控性
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可生成物件(Spawnable actor)
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电影摄像机
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Sequence 录制
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360度立体视频渲染压力巨大实时渲染带来巨大优势
输出效率
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交互/实时在线动画捕捉方案
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流程图
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法线的重计算
• 法线在 的重计算极大的增加了 点动画过程中模型表面凹凸细节的变化
OFF ON
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头发物理
• 使用 功能• 稳定快速的模拟
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骨骼驱动曲线
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实时纠正虚拟摄像机
• 解决真实摄像机拍摄中角色超出景深范围以及演员表演无法很好匹配真实摄像机画框的情况
Without Live Reframing With Live Reframing
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• 演员环境的营造• VR中对演员的实时指导和监测• 第二套动画的叠加
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r.MotionBlurNew=1r.MotionBlurQuality=4r.MotionBlurSeparable=1r.SSR.Quality=4r.Shadow.MaxResolution=4096r.DepthOfFieldQuality=3
渲染品质变量参数推荐
r.MipMapLODBias=-1r.ForceLOD=0r.Shadow.TexelsPerPixel 4r.Shadow.RadiusThreshold 0.01
r.MinScreenRadiusForLights 0.01r.Reflectioncaptureresolution 1024
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正在做的改进:• 渲染输出灵活性• 支持更多的数据格式• 继续提高渲染品质• 更快的渲染速度
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培训
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高保真环境的还原
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交互/多人协同
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迭代效率/迅速原型的制作和测试
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迭代效率/快速廉价操控及物理行为的模拟
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主题乐园
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迭代效率/VR editor
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实景还原
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拍摄和去光影
https://www.unrealengine.com/blog/imperfection-for-perfection-part-2
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建筑
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基于物理的贴图材质库
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真实灯光属性模拟
使用色温更准确的模拟颜色
使用反向平方的灯光衰减模拟真实人工光源的衰减方式
使用面阴影模拟面光源产生的柔和影子
调整光源形状模拟真实光源的照明范围和反射形状
使用IES特征文件模拟不同人工光源的照明特征
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Lightmass Portal对品质的提升
Light Partal的设置
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镜面反射
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镜面反射
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真实灯光属性模拟
Lightmass计算的速度Engine/Config 下 BaseLightmass.ini bUseEmbree=true开关
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品牌体验;科技;建筑;影视;汽车;太空;工业;培训;零售;教育
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