Lighting of Killzone Shadow Fall

Michal Drobot; Digital Dragons 2013, Krakow 25 April 2013

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This presentation describes the physically based lighting pipeline of Killzone Shadow Fall. The talk covers studio transition to a new asset creation pipeline, based on physical properties. Moreover, it describes light rendering systems used in a new 3D engine built from the ground up for upcoming PlayStation 4 hardware. A novel real-time lighting model simulating physically accurate Area Lights will be introduced, as well as hybrid- raytraced/image based reflection system. We believe that physically based rendering is a viable way to optimize asset creation pipeline efficiency and quality. It also enables the rendering quality to reach a new level that is highly flexible depending on art direction requirements.

Tags: Graphics, Production, Programming, Killzone