GDC is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

GDC + VRDC 2019 Session Scheduler

View, browse and sort the ever-growing list of GDC sessions by pass type, track, format, and more! With Session Scheduler, create an account to build your own GDC schedule and access it anywhere, including on the GDC app, once live.

If you've registered for GDC, you can use the same login credentials. Adding a session to your schedule does not guarantee you a seat. Sessions do fill up, so please arrive early to sessions that you would like to attend.

Physically-Based Calibration: Accurate Material Production in 'Forza Horizon 4'

Yibo Liu (Senior Technical Artist, Playground Games)

Location: Room 2014, West Hall

Date: Wednesday, March 20

Time: 2:00pm - 3:00pm

Pass Type: All Access, GDC Conference + Summits, GDC Conference - Get your pass now!

Topic: Programming, Visual Arts

Format: Session

Vault Recording: Video

Audience Level: Advanced

With 'Forza Horizon 4', Playground Games has developed a novel Physically-Based Calibration (PBC) pipeline based on spectrophotometry to match game appearances of nearly 900 real-world automotive paint materials with unprecedented accuracy. Overcoming a major challenge in computer graphics, the new method is inspired by the color management technologies in the automotive industry and can be easily adopted to a wide range of material representations in a variety of rendering systems.
Rooted in previous studies in spectrophotometry and colorimetry, the new calibration method scientifically eliminates most systematic errors in material reproduction and can reliably find the most optimal shading model inputs accurately reproducing the real-world 'ground truth' material appearances. The new Physically-Based Calibration technology is believed to be a significant breakthrough. It carries important implications for the future of accurate material reproduction in virtual environments.

Takeaway

Attendees will gain first-hand knowledge on the new Physically-Based Calibration (PBC) technology pioneered by Playground Games for achieving exceptionally accurate materials in game.

Intended Audience

Rendering engineers, lighting/material/technical artists, and computer graphics researchers will all benefit from the presentation, especially those interested in photorealistic rendering. It is recommended for attendees to have a general understanding of the concepts behind Physically-Based Rendering (PBR).