The Art and Technology Behind Bioshock’s Special Effects Presented by Stephen Alexander (Effects...
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The Art and Technology Behind Bioshock’s Special Effects
Presented by Stephen Alexander (Effects Artist)
Jesse Johnson (Graphics Programmer)
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Presentation Overview
• Iterative Workflow Between Art and Tech• Lit Particles• Bioshock’s Water: An Artist’s Perspective• Technology Behind Interactive Waterfalls• Water Caustics• Interactive Rippling Water System• Optimization Case Study: Bioshock’s Fire
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Art and Tech Iterative Workflow
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The FX Closet
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Why Lit Particles?
• High contrast lighting environments• Numerous atmospheric effects
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Technical Challenges With Lit Particles
• Must be rendered in a single pass• Need to satisfy very high performance
requirements• Potential for shader permutation issues
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Lit Particles: Iteration 1
• Light attenuation done per vertex• Static branching used to accumulate multiple
lights in vertex shader• Attenuated color interpolated via single float3• Per vertex approximation typically good for
highly tessellated geometry
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Lit Particles: Iteration 2
• Problems with iteration 1:– Particles too dark in total darkness– Particles too bight in bright environments
• Solutions– Used maximum of new ambient term, vertex
lighting• Not ambient + lighting
– Scale RGB down if any component over 1.0• newRGB = oldRGB / (1.0 + max(0.0, maxRGBChannelValue -1.0));
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Lit Particles: Iteration 2
• Problems with iteration 1:– Particles too dark in total darkness– Particles too bight in bright environments
• Solutions– Used maximum of new ambient term, vertex
lighting• Not ambient + lighting
– Scale RGB down if any component over 1.0• newRGB = oldRGB / (1.0 + max(0.0, maxRGBChannelValue -1.0));
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Lit Particles: Iteration 3
• Big need for per pixel lighting– Specular highlights– Avoid painting highlights into textures
• First prototype: 1 per pixel light– Remaining lights used per vertex lighting– Two new interpolators: per pixel direction and per
pixel color
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Lit Particles: Iteration 4
• Numerous issues with iteration 3– Popping– Washed out lighting– Heavily interpolator limited
• New solution: Averaged per pixel lighting– Attenuated color same as before– Light direction for all sources accumulated per vertex– Weighted by:
• Incident angle for each light• Magnitude of light’s color and attenuation
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Per-Pixel Blood And Foam
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Lit Particles: Iteration 5
• Particles would be dark depending on lighting direction
• Implemented fake light
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Lit Particles: Final Thoughts
• Performance limitations• Performance benefits
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Water: An Artist’s Perspective
• Underwater game? Probably need to make water look ok.
• Began using existing tech• Limitations spawned a variety of art requests
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Iteration 1 Texture
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Final Implementation Textures
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(Non) Interactive Waterfalls
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(Semi) Interactive Waterfalls
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Interactive Waterfalls
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Interactive Waterfalls: Iteration 1
• Analogous to 1D shadow mapping– Camera is placed on top of waterfall, pointed
down– Waterfall treated like 2D plane, depth values
rendered into 1D row of 2D texture
• Use vertex texture fetch or ATI’s R2VB to displace particle splash effects
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E3 Footage
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E3 Footage
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Interactive Waterfalls: Iteration 2
• Added a second 1D shadow map, as seen from the bottom of the waterfall upward– Allowed outlines to be scissored into the waterfall
• Added a simulation step– Gravity!
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Water Caustics
• Light that bounces off of water surfaces• Important in creating water atmospherics
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Caustics: Iteration 1
• Texture sequence• Projectors/Decals used to place effect
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Caustics: Iteration 2
• 1 Diffuse texture, sampled twice– .uv sample + swizzled .vu sample
• Diffuse texture UV’s offset by separate normal map
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Memory Savings
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Caustics: Iteration 3
• Use modulate blend mode– Simulates surface brightening
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Water = Lighting
• Controlling how light hits water surfaces is very important
• Special lighting system extension gave artists precise control over light contributions
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Interactive Rippling Water
• Considered four basic approaches– Exposing ripple locations to entire fluid surface
shader– Dynamically tessellating fluid surfaces around
ripple areas using Delaunay Triangulations– Dynamically tessellating fluid surfaces around
ripple areas using real time 2D BSP trees– Deferred rendering approach
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First Approach
• Bind an array of ripple locations to pixel shader
• For each pixel• For each ripple• Calculate UV’s, sample ripple normal map
• Performance of every pixel bound by number of ripples on entire surface
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Tessellation Approach
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Delaunay Triangulation Method
• Run Delaunay Triangulation using all ripple quad corners
• For each triangle generated• Generate UV’s for all ripples the triangle intersects
• Batch triangles according to how many ripples they were affected by
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Issues with Delaunay Method
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BSP Method
• Build 2D BSP tree using edges of each ripple quad
• Last edge added from ripple quad is flagged to indicate child leafs are affected by that ripple
• Post build, tree could be traversed, adding new geometry for each BSP leaf.
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Deferred Rendering Approach
• Render all ripple info into a ‘Ripple Buffer’– Same resolution as main color/depth buffers– Signed FLOAT16 buffer allows normal and diffuse
to be stored without MRT
• Store normals in local space to the water surface
• Sample ripple buffer from fluid shaders in screen space
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Fire Optimization
• Having art and tech on the same page during optimizations is priceless!!
• Fire optimizations:– Merged multiple particle emitters and lights into
single emitters and lights– Scaled particle size, spawn rates depending on
parent object size– Reduced particle spawn rates where possible
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