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Lighting Design for Games

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Lighting Design for Games
Lighting Design



What do games do?

What is the next step?

Why Lighting?



Dramatic Tension

Visual Focus

Style

Feel of the space

Time of Day

Period

visibility

Lighting in Traditional Media

e.g., Temporal Color Modulation

Study of several movies led to discovery of

several temporal color patterns:









Contrast from in terms of hue from warm to cool









Contrast from in terms of saturation

Game Lighting: Mirroring

Traditional Media Techniques



Static lighting design

Dynamic lighting effects

Static Lighting Design

Manually setting light layout

(light maps)

x =

Advantages:

 realistic Images from Lightmaps (static shadowmaps) article written by Kurt Miller from:

http://www.flipcode.com/articles/article_lightmaps.shtml





 Controllable

Disadvantages:

 Don’t adapt to variations

in the environment

 Requires much memory

Image from Max Payne

Dynamic Lighting Design

Manually scripting Lighting effects

Advantages:

 Adapt to changes

 better gameplay

 cinematic effects

Problems:

 Repetition of patterns

 Restricted patterns

 Do not adapt well to

unpredictable user patterns

Images from Doom 3

Problems: No modulation









Screenshot from Mission 21 Saturation Graph

Devil May Cry for Screenshot

Problems (Blade of Darkness): No

adaptation to game Play

Problems (Half Life 2: Episode One):

Repetitive Design Patterns

Lighting Design Methods

Develop a lighting plot or setup based on:

Narrative configuration:

 Story

 Conflict/dramatic tension

Timing and dramatic progression

Physical Configuration:

 Camera orientation

and position

 Characters positions

and orientations

Issue 1

Unpredictability

Problem 1: unpredictability

Develop a lighting plot or setup based on:

Narrative configuration:

 Story

 Conflict/dramatic tension

Timing and dramatic progression

Physical Configuration: depend

 Camera orientation on user

and position

 Characters positions

and orientations



 Need to redesign for every change

Lighting can be part of

gameplay

E.g.1: Stealth Based Games

But can be much more

dynamic and responsive to

game play

E.g. 2: Dynamic environments (e.g.

Rez)

Or a new Interactive

Performance: Painting with Light









Intelligent Systems

Pressure +

Physiological

Sensors

Issue 2

Lighting is part of the gameplay –

Dynamic manipulation of lighting

Game Lighting: Mirroring

Traditional Media Techniques



Static lighting design

Dynamic lighting effects





Game Lighting: New Methods –

a dynamic system based on

traditional lighting techniques

Dynamic Lighting Design for

Games is Hard: why?

Allow Dynamic Lighting

Artistic control for style

low-level balancing of context and

lighting parameters but provide

continuity

ELE – Expressive Lighting Engine



A lighting system that:



Intelligently adjusts

lighting in real-time accommodate

context and effect



Based on cinematic

theory



Allow artist to control

lighting at a high-level

ELE



ELE

Artistic Previous Current

Constraints State State

WAMP (World Action

Message Protocol)

Allocation Subsystem

Game/Rendering

Engine

Angle Subsystem

LAMP (Lighting Action

Message Protocol)

Color Subsystem







The three subsystems: use optimization to find best solution

given context, desired effects, state, and artists’ constraints

ELE



ELE

Artistic Previous Current

Constraints State State

WAMP (World Action

Message Protocol)

Allocation Subsystem

Game/Rendering

Engine

Angle Subsystem

LAMP (Lighting Action

Message Protocol)

Color Subsystem







The three subsystems: use optimization to find best solution

given context, desired effects, state, and artists’ constraints

Automatic light allocation

find best allocation

given artistic

constraints:

 Modeling

 Depth

 Visibility

 Visual Continuity

 Visual Focus

 Low vs. high key

Algorithm for dynamic allocation

1. Calculate visible area

2. Divide the zone into overlapping areas

3. Allocate a number of lights to areas,

given that p : L  A minimize:



popt 

arg max(vV ( p)  d D( p)  m M ( p)  vcVC ( p))

p

depth modeling Visual

visibility

continuity

ELE



ELE

Artistic Previous Current

Constraints State State

WAMP (World Action

Message Protocol)

Allocation Subsystem

Game/Rendering

Engine

Angle Subsystem

LAMP (Lighting Action

Message Protocol)

Color Subsystem







The three subsystems: use optimization to find best solution

given context, desired effects, state, and artists’ constraints

Lighting angle Selection

Select azimuth, elevation angles, given

artistic constraints :

 Visual Continuity

 Motivation of direction

 Visibility

 Modeling

 Mood



ELE finds best light angles to meet goals

Evaluation of key light angle

visibility & modeling





Light

s Nose

line

k



Camera

From: Millerson’s

The technique of lighting for television and Film, 1991



We described these rules as :

V (k , s)  sin(k ) cos( s)

ELE: Angle Subsystem









Artist's setting

120

100









Costs

80

60

40

20

0









y





d







t

as

lit





oo

bi









tr

M

si









on

Vi









C

Showing character’s facial

expressions and gestures

ELE: Angle Subsystem









Artist's settings

120

100









Costs

80

60

40

20

0









y





d







t

as

lit





oo

bi









tr

M

si









on

Vi









C

Mood Angle = side angle

Emphasizing mood and

mystery

ELE: Angle Subsystem









Artist's settings

120

100









Costs

80

60

40

20

0









Showing character’s facial



y





d







t

as

lit





oo

bi









tr

M

si









on

Vi









C

expressions and gestures, high

tension

ELE



ELE

Artistic Previous Current

Constraints State State

WAMP (World Action

Message Protocol)

Allocation Subsystem

Game/Rendering

Engine

Angle Subsystem

LAMP (Lighting Action

Message Protocol)

Color Subsystem







The three subsystems: use optimization to find best solution

given context, desired effects, state, and artists’ constraints

Design Method 1: Use Light

as tension





Dynamic Intelligent

Cinematic Lighting



can make a difference in games

Demo (Dynamic Lighting)

Demo (Static Lighting)

Results of Pilot Study – during

CHI 2005



Non-players liked the visual representation

Liked representation of information through

lighting

Some players said: it made the game too easy

Some gamers said: lighting was disturbing

Design Method 2: Adapting

Difficulty of Spotting

enemies









Adaptive Visual Focus



can make a difference in games

Results of Eye Tracking

Experiments



With ELE:

significantly

faster spotting time

than without

Also:

players didn’t die as quickly

(I do not have the graphs … sorry)

Another Application: User

adjusting Lighting in Sims

or Movies

Blog Entry

Lighting in the game


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