Star Wars: Battlefront and the Art of Photogrammetry
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- Опубліковано 25 сер 2024
- Photogrammetry has started to gain steam within the Games Industry in recent years. At DICE, this technique was first used on Battlefield and they fully embraced the technology and workflow for Star Wars: Battlefront. This GDC 2016 talk from DICE's Keneth Brown and Andrew Hamilton covers how they built the technology and process to scan props from the Star Wars films to generate assets for the new Star Wars Battlefront.
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The performance is what always amazes me about dice's games
yea its amazing
alot of apply to there amazing renderer. They can cut down on polys with such a nice Physical Based Lighting and Texture detail. Were getting to a point where polycount in individual assets is becoming "enough" because we can focus most the realism/detail with normal maps and/or displacement maps with tessellation. I think the big things to tackle now are more assets on screen, animation, and physics to hit that next big step in realism. We already have ability to achieve photorealism just not in "realtime" time. All that would take is processing power which we are achieving. It's amazing that we are at this point to where our software/algorithms are just waiting for the hardware to keep up along with optimization of course
@galaxiesaver Not really, virtual texturing, invented by id software, fixes the memory problem of textures pretty nicely. The big players just need to implement this solution in their engines (which is what Epic is doing right now for the next version of UE4). The lighting problems we still have will be fixed by path tracing (which is still a shit ton of time away though), so the big problems to tackle will be object count, physics and draw distance.
I'm still amazed at how well BF1 looks and runs.
"Yes I'm so glad someone asked about the tree capture"
*video cuts off*
XD
You can see the last few minutes on the GDC Vault page. Basically, they photographed the trees at an angle (standing on the ground, looking up) and used that data as far as they could, and supplemented it with traditional hard surface modelling on top. Because there are many trees, anything above 10m is very low poly, but the bark and moss make it look good.
I'm a little surprised, but also it makes a lot of sense for the game. Neat, thanks
Yeah, he starts to answer your question (not the actual questioner's question) at 49:59
Almost a shame that these levels are "wasted" on online gaming only. I could easily see myself wanting to explore these landscapes in a single player mission without any time pressure and just appreciate their wonderful work. With online matches, no one can really pay much attention to these backgrounds.
yep! wasted
well you can in the singleplayer missions and survival modes on Easy
I made it sometimes on multiplayer and gets killed XD
Yeah the game was such a pew pew pew fest. Almost everything about it was but the graphics were jaw dropping.
what? wasted? they make them amazing! and give you reasons to stay in them for 1000s of hours. i spend 1000s of hours in battlefield xD
MAN, what an awesome career to be with those guys working on projects like this. I would love to do that as a photographer.
Amazing realtime CG - Genius Workflows - Respect to Dice !!
When you find out the ATAT snow prints are really flour :)
The quality of environment was what really stood out to me with Battlefront, the game play was nothing compared to it
37:30 That looks so sick!
That's how god made the earth in 7 days. Just good base kits and a lot of photogrammetry from other planets.
is there any way for us to get these level kits? that soud be SO FUN to make new planets/areas with would level kits!
We all know he had procedural toolkits, he didn't do everything by hand :)
Thank you very much for this wonderful conference! The graphics of SW:Battlefront are really incredible, I hope to play a kOTOR with this graphic style in the future. Congratulations to everyone for the great work.
Imagine an open world game like skyrim or the witcher with this quality graphics. Hopefully ES6 will use next gen techniques and look absolutely badass.
Clevver I think there are several mods for skyrim that use photogrammetry. Just something that might tie you over until es6 comes out. Which may be another decade.
Clevver That would be amazing. I can't imagine how much work that would take or how big the game file would be, though.
Photography isn't great for fantasy games. As they mentioned themselves, you still need to 3d model objects that don't exist in the real world. Skyrim and witcher have a lot of fake species and races of people. Though, their other tech is very impressive. Their use of detail maps is very impressive.
When you see this comment from 2 years ago after Bethesda announces they're sticking with the same old engine :C
@@CrackedTubeGamer And they just announced they are using photogrammetry for the upcoming games and working really hard to update their engine.
I'm disappointed as well that it will be the same engine, but I kinda have more hope now. And they are finally using substance painter as well.
Imagine this level of graphics in a RPG game!
Its 2019 but bf1 still has the most photoreal gaming forest = )
I've been teaching myself to use photogrammetry for 6 years as a hobby. Super exciting how fast it's moving.
6 years? 0.0 Dam.
Aaron Amaral completely worth it being able to casually sample things from The Real World c:
I wish i had 6 years worth of photogrammetry = ( But sadly i dont have the time :b
Thanks guys for sharing !!
I just finished doing a photogrammetry demoscene graphics compo entry and was testing out a lot of stuff. Was fun seeing how the same problems arise even when others do it :D
Assassin's Creed would honestly benefit from this the most, for obvious reasons. Amazing visuals with amazing performance, and more development time on content. Ubisoft must adopt it, for commercial and development success.
you call 30fps amazing perfomance?
AC Unity already looks amazing with it's next-gen Anvil tech.
Jokester The Mighty Battlefront didn't run in 30fps on console, so why would Assassin's Creed with photogrammetry? Honestly, unlike multiplayer, single player games don't fundamentally REQUIRE 60fps. It's great to have it, but I'm content with a stable 30, so are a millions of others.
Alexander Abdulov Still has got nothing on Battlefront, and performance could be boosted with this technology. So essentially we'd get better graphics with better performance.
When you talk about "this technology", what do you mean? Photogrammetry or Frostbite engine? Because photogrammetry alone can't save a game from bad performance if the underlying engine is not up to par.
fantastic quality!
Would love some high res stationary-cam renderings of the sand dunes at 46:23 and 46:26 to use as video wallpaper
aw it cuts off in the middle of a good question
Whoa🔥 traveling to locations to take the photo ....that would be such great adventure
I still think the first game looks better than the second. But when you have a game that looks like battlefront, I guess the only way forward is down.
Thanks So MUCH!It's very useful.
This is just sick! :O
The editor must be a Soprano's fan.
What makes you say that?
@@fruitfarmfactory7901 both the show and this video ends abruptly
this is an underappreciated joke
now thats dedication 7:30
What I learned from this is photogrammetry can be used to make PBR materials. never realized this lol
It is really exciting, the goal is really make jaw dropping.
Somebody know how exactly works blending between objects on terrain? How they avoid borders between rocks and ground?
I think it is something with shader. Maybe they use Ambient oclusion information to blend two objects.
Their art and technical team is so talented but it sucks they have to work with the incompetent people actually designing the gameplay
thanks for share
could anyone find me the part where they talked about the tech artist making the script for moss being projected on the trees? I scrubbed through it 3 times and cant fine it
37:30 MAP TOOLS RELEASE WHEN
Holy shit this is incredible.
lol literally cuts off on like one of the most useful questions being answered XD
I wonder why ZRemesher was not good enough for them. I find it crazy good to create low poly organic assets, plus you can always correct them.
it can be good yeah, especialy for such assets which aren't faces.
personnaly i like to do a first zremesher, then a dynamesh on it at low res, smooth it, then re reun zremesher, it gives better results for the low poly version. but maybe they didn't use it since they want to have more control on the topology, to later have a better uv layout, well optimized, and no deformation.
Thank you for the suggestion, I'm checking some videos but it doesn't look half as good as ZRemesher to be honest... Even giving some direction it won't produce a result as natural as ZBrush. Anyway I gonna try it if it's actually free.
Why does reducing texture size to 512 and then adding detail texture reduce texture memory? It's an extra texture lookup. Were the detail textures like 256? Also, were the detail textures simply tiled over the entire bark? @ 24:00
really great. Any idea of how they setup their object space normal map in photoshop, to remove some ambiant lighting and shadows informations, with a black and white filter ? i don't understand how they set this up
They're accessing the individual RGB channels of a normal map in photoshop (from the Channels tab). The black and white mask you saw was one of the channels visualized. Each channel in the normal map corresponds to an axis in 3D. Typically R=X, G=Y, B=Z. So for example if the shadows are in the Y axis, they can CTRL+Click the green channel to select the pixels facing towards Y (or invert it for the opposite direction). Then they can just paint over those pixels or colour correct or whatever.
thanks a lot !
Great video, too bad it was cut in the end.
How do you get material tessellation to only apply for a radius of 15 meters?
Dynamic tesselation
Can you somewhere see the missing minutes of the questions at the end?
hey, I know this is 2 years late, but you can find it on the GDC Vault.
I can try posting a link but I'm almost certain it's gonna get eaten by YT, as it generally regards links as spam.
What they say at 59:37 about the equipment? Canon 6d with 24mm and ??? of course...
shoot raw
Thank you mate, i was expecting some piece of incredible gear, instead it's "and shoot raw"! LOL wtf is a shurow? =D I would have never understand it without your help =)
Hadrhune0 ahahhaah
Does anyone know how they remove the light/shadow information with the object normal?
Object-space normals gives you surface direction information. That means you can select pixels facing a specific direction around your object. If you know the light direction on your source data, you can easily suppress it by selecting pixels pointing to this light source and bring their brightness/exposure down with some Photoshop magic. Invert the process for shadows. Well, I mean I guess that's how they've done it.
Photoshop de-lighting.
A shame Lieca scanners weren't used?
Gets cut off at the end before finishing answering. Shame, but otherwise a very interesting talk on something that'll only get more common now that programs like Substance have that better integrated.
What do they gain from sharing this? Seems to me like competition sensitive info.
It's not really. You could even use a simple projection mapping before baking textures to a duplicate model with proper uv unwrap.
Why would it hurt them to show this? Other game companies and devs making more beautiful and detailed and high performing games is great for everyone, it takes nothing away from dice or ea.
@GDC Could you please allow the captioning?
OMG
RIP dice artists
Did they use their own photogrammetry software?
Sooooo...does this make all my practice in Maya useless? :(
rip
maya sucks anyway.
6:52 and that ladies and gentleman is the rock they hve copypasted in Geonosis maps for example xD funny how I recognized the rock A FUCKING ROCK from a video game 😂
Will BF1 use Photogrammetry?
it does!
yep
But it was in development at almost the same time
Two different dev teams
38:11 kids labour confirmed
clones still look like they're made of plastic. and the 1km playing space wasn't enough.
Clones armor are made of plastic lol
But does it run on RTX?
Sooooo much wasted potential
Damn. They got the graphics right but the game design wrong.
Beautiful art, terrible game. What a shame.
Ikr? One time Star wars Battlefront Ultimate Edition was like 5-10$ At the xbox store, Huge sale, But i didnt buy it even though it was very expensive at the beginning because ive tried it before and didnt like it.
Its not really art if you are just taking scans :/
Art is creative and interpretive. Using scans as a base? Sure. What they did with the terrain is awesome. Sculpting it in person and scanning it. That's creative and interpretive. Using scans verbatim isn't artistic. Scanning Norman Reedus isn't artistic, regardless of how much labor is involved in the process.
@2222222222 222 Holy shit. No. It's not as simple as scanning objects and putting it in the game. You don't know how that works and should stop talking about it.
@@1famekouby Labor =/= art
there is only one thing that developers won't be able to fix.........
Lootboxes
It's such a beautiful and shit game.
Good work, But its a shame they just make what they're told to. Keep rehashing the same old shit, what a life!
if they could put this kind of effort into the gameplay...
It's like they're trying to sell trailers and preorders instead of gameplay.
Bf3 still runs better than all of the other games, with same specs Bf3 looks better than Next gen games on the same specs.
Elite Accord BF3 is destroyed by the blue tint color grading. Some maps that does not have too much blue tint in bf3 looks amazing