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Bill Bilodeau
Developer Relations Engineer
AMD
Kedhrin Gonzalez
Creative Director
Illfonic
Sean Tracy
Senior Field Applications Engineer
Crytek
Dongsoo Han
Software Research Engineer
AMD
Creating A New Ruby
Re-imagining an icon
Ruby in the past
New design
Cinematic Feel
Established Partners
Making a game cinematic
Authoring Tools
Tools Used
TressFX
Leveraging Technology
CryENGINE 3
Mesh Tessellation
New Design
Modern look and design
Realistic combat ready Ruby
Based off realism
Showcase materials and tech
Digital Domain
Body Motion Capture
Facial Motion Capture
Tools Used
3D Studio Max, Maya, Mudbox,
Crazybump, nDo 2, dDo, Zbrush,
Photoshop, Illustrator, Motionbuilder,
Shave and a Haircut
Full Body Motion Capture
Facial Motion Capture
CryENGINE 3
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AUTHORING TOOLS | TRESS FX
Tress FX
Created hair in Maya using Shave and a Haircut
Convert strands to NURB curves
Export with Python script
Import to Engine and finish settings
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LEVERAGING TECHNOLOGY | CRYENGINE 3
Complete Toolset
Lighting
Animation
FX
Materials
Rapid Development
Deployment from authoring tools
Flexible Pipeline
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LEVERAGING TECHNOLOGY | MESH TESSELLATION
Mesh Tessellation
Gain Depth
Planning for Phong
Planning for Displacement
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CRYENGINE 3 FEATURES
LEVERAGED FOR PROJECT
PHOENIX "RUBY"
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CRYENGINE FEATURES LEVERAGED FOR RUBY
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APPLIED LIGHTING TECHNOLOGY
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APPLIED LIGHTING TECHNOLOGY
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APPLIED LIGHTING TECHNOLOGY
For the Ruby Project, the real-time area lights are used for artificial lighting, when the actual light sources
are so large that their point-specular highlights would become a visual issue.
Area Light Highlight and Texture Reflection Point Light Specular Highlight
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APPLIED LIGHTING TECHNOLOGY
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APPLIED LIGHTING TECHNOLOGY
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APPLIED LIGHTING TECHNOLOGY
Composite Flare with 3 Sub Effects Composite Flare with 1 Sub Effects
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APPLIED LIGHTING TECHNOLOGY
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APPLIED LIGHTING TECHNOLOGY
Depending on the light probe, the lighting can be more ambient or harsh or even colored. The following
images show some examples (including sun which casts shadow)
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APPLIED LIGHTING TECHNOLOGY
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SHADING AND RENDERING
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SHADING AND RENDERING
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SHADING AND RENDERING
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SHADING AND RENDERING
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SHADING AND RENDERING
Anti Aliasing
The latest engine iteration introduces the richest set of Anti aliasing options ever available within the
CryENGINE.
Anti-Aliasing and its effectiveness can vary from user to user as some prefer a very sharp image, whilst others prefer
a blurrier image.
CryENGINE gives developers and their players all of the most effective and technically sophisticated
modes to suit their preferences. Each mode has very different implications in terms of overall
performance, quality and sharpness.
The CryENGINE now supports the following anti-aliasing techniques with user controlled settings for
number of samples and overall quality per mode.
FXAA (Fast-Aproximate Antialiasing)
SMAA (Subpixel Morphological Antialiasing)
MSAA (the foundation DX11 support for SMAA)
And also no AA, since surprisingly some users prefer no AA at all.
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SHADING AND RENDERING
No AA FXAA
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SHADING AND RENDERING
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TESSELLATION
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TESSELLATION
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TESSELLATION
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TressFX HAIR TECHNOLOGY
IN THE RUBY DEMO
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RUBY HAIR | TressFX
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RUBY HAIR RENDERING | TressFX
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RUBY HAIR RENDERING | TressFX
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Anti-Aliasing
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RUBY HAIR RENDERING | TressFX Self Shadowing
Self Shadowing
Uses a simplified Deep Shadow Map technique
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RUBY HAIR RENDERING | TressFX Transparency
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TressFX HAIR SIMULATION
IN THE RUBY DEMO
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RUBY HAIR SIMULATION | TressFX Physics Simulation
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RUBY HAIR SIMULATION | TressFX Physics Simulation
The most difficult part of simulation was to figure out how to simulate stylized hair.
In other words, how to hold curly hair shape?
To do it, bending and twisting forces are crucial.
As in robotics, an open-chain structure has joints and each joint has parent-child
relationships to its connected joints.
With local transforms in chain structure, we can get a global transform
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RUBY HAIR SIMULATION | TressFX Physics Simulation
dry wet
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REFERENCES
Xuan Yu, Jason C. Yang, Justin Hensley, Takahiro Harada, and Jingyi Yu, A Framework for
Rendering Complex Scattering Effects on Hair, I3D 2012.
Dongsoo Han and Takahiro Harada, Real-time Hair Simulation with Efficient Hair Style
Preservation, VRIPHYS 2012 .
J. Kajiya and T. Kay. Rendering Fur with Three Dimensional Textures, SIGGRAPH 89
Conference Proceedings, pp 271-280, 1989
Stephen R. Marshner, Henrik Wann Jensen, Mike Cammarano, Steve Worley, and Pat
Hanrahan, Light Scattering from Human Hair Fibers, In Proceedings of SIGGRAPH 2003.
TressFX rendering implementation by Karl Hillesdale, Research Engineer, AMD.
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ADDITIONAL REFERENCES
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QUESTIONS?
bill.bilodeau@amd.com
seanp@crytek.com
kedhrin@illfonic.com
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Disclaimer & Attribution
The information presented in this document is for informational purposes only and may
contain technical inaccuracies, omissions and typographical errors.
The information contained herein is subject to change and may be rendered inaccurate for many reasons, including but not limited
to product and roadmap changes, component and motherboard version changes, new model and/or product releases, product
differences between differing manufacturers, software changes, BIOS flashes, firmware upgrades, or the like. There is no
obligation to update or otherwise correct or revise this information. However, we reserve the right to revise this information and to
make changes from time to time to the content hereof without obligation to notify any person of such revisions or changes.
NO REPRESENTATIONS OR WARRANTIES ARE MADE WITH RESPECT TO THE CONTENTS HEREOF AND NO
RESPONSIBILITY IS ASSUMED FOR ANY INACCURACIES, ERRORS OR OMISSIONS THAT MAY APPEAR IN THIS
INFORMATION.
ALL IMPLIED WARRANTIES OF MERCHANTABILITY OR FITNESS FOR ANY PARTICULAR PURPOSE ARE EXPRESSLY
DISCLAIMED. IN NO EVENT WILL ANY LIABILITY TO ANY PERSON BE INCURRED FOR ANY DIRECT, INDIRECT, SPECIAL
OR OTHER CONSEQUENTIAL DAMAGES ARISING FROM THE USE OF ANY INFORMATION CONTAINED HEREIN, EVEN IF
EXPRESSLY ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
AMD, the AMD arrow logo, and combinations thereof are trademarks of Advanced Micro Devices, Inc. All other names used in this
presentation are for informational purposes only and may be trademarks of their respective owners.
IllFonic and the IllFonic logo are trademarks and/or registered trademarks of IllFonic, LLC throughout the world.
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Trademark Attribution
AMD, the AMD Arrow logo and combinations thereof are trademarks of Advanced Micro Devices, Inc. in the United States
and/or other jurisdictions. Other names used in this presentation are for identification purposes only and may be
trademarks of their respective owners.
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