A number of improvements were made to our lit surface shaders in Call of Duty: WWII, a few of which are described in this presentation. We extended our Diffuse BRDF to model Lambertian microfacets with multiscattering. We derived a simple method to mipmap normal and gloss maps, by directly correlating gloss to average normal length of a distribution, bypassing an intermediate representation, like variance. We auto-generated cavity maps for every surface that has a normal map, and show how we handled occlusion and indirect lighting in cavities represented by these textures. We also show how the environment split integral precalculation can be easily reused for energy conserving diffuse. Finally, we show how Rational Functions can be a useful tool to approximate many functions that can't be represented analytically or efficiently. This talk was originally given in the Advances in Real-Time Rendering in 3D Graphics and Games Course at Siggraph 2018.
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