实时电影镜头照明顺序:1886

Nathan Phail-Liff
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引用次数: 0

摘要

《教团:1886》的渲染和内容创造管道从头开始构建,在游戏玩法和电影中提供无缝的实时体验,并实现实时的视觉保真度,这通常与传统的预渲染CG更相关。实现这些目标的一个关键因素是为镜头锁定的电影序列开发的基于相机的镜头照明系统,这些系统都使用了更加高度定向和抛光的动态照明设置,精确地为每个镜头剪裁。这个演示展示了一个在PlayStation 4上运行的电影序列,然后在调试构建上解锁相机,从幕后发生的事情的角度再次显示相同的序列,因为引擎正在快速排序组成的灯光组,从场景中数百甚至数千个动态灯光的集合中,每个都精确地针对演员的表现和每个镜头的相机框架。游戏序列的最终结果是一个高度抛光和有凝聚力的电影,无缝地融入游戏玩法,从调试摄像机的角度来看,看起来相当荒谬。
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Real-time cinematic shot lighting in the order: 1886
The rendering and content-creation pipelines from The Order: 1886 were built from the ground up to deliver a seamless, real time experience across both gameplay and cinematics, and achieve a visual fidelity in real-time that is generally more associated with traditionally pre-rendered CG. A key ingredient in delivering on these ambitions was a system of camera-based shot lighting developed for use in shot-locked cinematic sequences, which all used a much more highly directed and polished dynamic lighting setup, tailored precisely to each camera cut. This demonstration shows a cinematic sequence running live on a PlayStation 4 and then unlocks the camera on the debug build to show the same sequence again from the perspective of what is happening behind the scenes, as the engine is rapidly sequencing composed groups of lights from a collection of hundreds and even thousands of dynamic lights in the scene, each tailored exactly to the actor's performance and camera framing in each shot. The end result in the game sequence is a highly polished and cohesive cinematic that seamlessly blends into gameplay and, from the perspective of the debug camera, looks quite ridiculous.
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