The document discusses the workflow, rendering, and shading techniques used for the Butterfly Effect, a real-time animated short created through a collaboration between Unity Technologies, Passion Pictures, and NVIDIA. It describes how the project involved over 30GB of source assets organized across 137 shots. The pipeline connected Passion Pictures' existing workflow to Unity's editor to minimize changes for artists. Techniques like point caching, tessellation, mental ray shaders, indirect illumination, shadows, ambient occlusion, and depth of field were used to achieve photorealistic rendering in real-time.
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What is it?
Real-time animated short
Collaboration between Unity, Passion Pictures and NVIDIA
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Opportunity to Learn
• Passion Pictures
• New world of RealTime
• No prior experience with Unity
• Unity Technologies
• CG Pipeline
• Huge amounts of Data
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Project Outline
• 30GB of source Assets
• 5GB of runtime Data
• 137 shots
• 40 “scenes” in Editor
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Project Organization
• Team of ~10 - first month
• pre production
• research / tools
• Team of ~30 - next 2 months
• content
• tools / engine modifications
• Team of 5 - last 3.5 months
• polish
• optimizations
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Previz
• One Sequence
• Goals
• Initial timings
• Visualize Space
• Prime lenses
• 10, 14, 18, 21, 24, 27, 35, 40, 50, 75, 100, 200
• Zoom lens
• 18 to 150
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Pipeline
• Connect Passion pipeline with Unity Editor
• Main Goal
Minimal changes to Artist workflow!
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Passion Pipeline
• No Change for Artists
• Use Existing Asset Pipeline
• Sequences SB, BU
• Shots SB_01_00, SB_02_00
• Assets [Character/Camera/Layout]
• Export Models and Publish Shots as normal
• Add Unity support
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Character Rig
• XSI Softimage Rig
• Bones
• Envelope
• Face Shapes
• Controls
• Unity Rig
• Bones
• Blend Shapes
• Materials
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Facial Rig
• Bones
• Head, neck, jaw, eyes
• Blend shapes
• Face
• Mocap shoot
• Face markers
• Cubic motion
• Retarget facial animation onto XSI controls
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Non-linear time
• Treat Sequences as Live Shoot
• Cover the action from different angles
• Each sequence needs multiple cameras
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Non-linear time
• Shot Description
• Final Cut edit
• Export EDL as XML file
• Camera in/out points
• Timeline in Unity
• Sequence Preview in RV
• Using EDL from Final Cut
• Play whole preview sequence in RV
• Instant Feedback for Animators
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MIA Implementation
• Oren-Nayar
• Diffuse
• Cook-Torrance
• Specular
• Geometric + Roughness + Fresnel term
• Ward distribution for Roughness
• I think... ;)
• Direct + Indirect illumination
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Unity Implementation
• Oren-Nayar
• very expensive
• OK approximations
• Cook-Torrance
• Normalized Blinn-Phong instead of Ward
• Roughness to Phong exponent (n):
• n = 2 / roughness2 - 2
• Tweaked to match MIA look:
• n = 2 / roughness4 - 2
• Schlick approximation for Fresnel
• Only direct illumination at RunTime
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Indirect Illumination (GI)
• Point Clouds for Dynamic Geometry
• Spherical Harmonics for Diffuse Bounce
• Cube Textures for Reflections
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References
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[Bavoil08] Image-Space Horizon-Based Ambient Occlusion. L. Bavoil, M. Sainz, 2008
[Catmull78] Recursively generated B-spline surfaces on arbitrary topological meshes. E. Catmull, J.
Clark, 1978
[CookTorrance82] A Reflectance Graphics Model for Computer graphic. R. L. Cook, K. E. Torrance,
1982
[Hoffman10] Crafting Physically Motivated Shading Models for Game Development. N. Hoffman,
2010
[Lottes09] FXAA. T. Lottes, 2009
[Mental07] mental ray Architectural and Design Visualization Shader Library. mental images GmbH,
2007
http://www.mentalimages.com/fileadmin/user_upload/PDF/arch_and_design.pdf
[Mikkelsen09] Microfacet Based Bidirectional Reflectance Distribution Function. M. Mikkelsen, 2009
[Nießner12] Feature-Adaptive GPU Rendering of Catmull-Clark Subdivision Surfaces. M. Nießner,
C. Loop, M. Meyer, T. Derose, 2012
[Olano10] LEAN Mapping. M. Olano, D. Baker, 2010
[Schüler11] The Blinn-Phong Normalization Zoo. C. Schüler, 2011
http://www.thetenthplanet.de/archives/255
[Zhukov98] An ambient light illumination model. S. Zhukov, A. Inoes, G. Kronin, 1998
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