I’m very excited (and stressed) about this.
I’ll be giving a small talk at this year’s Siggraph as part of the Advances in Real-Time Rendering in Games.
Here’s the abstract:
Physically based lighting in Call of Duty: Black Ops
In this talk Dimitar Lazarov will present the lighting engine of Call of Duty: Black Ops and discuss the fundamental restrictions imposed by targeting 60 fps. He will overview the premise behind physically based lighting, why it was chosen for adoption in Call of Duty: Black Ops and recount the major technical and non-technical hurdles that were encountered during the implementation and deployment.
Dimitar will provide an in-depth analysis of the specular portion of the BRDF, overview the different distribution functions, shadow-masking functions, Fresnel effect approximations etc, and discuss the ones that had the best visual / performance trade-off for Call of Duty: Black Ops.
Additionally, Dimitar will show two important algorithms that were essential in achieving a physically believable specular – roughness-driven pre-filtered and normalized reflection probes and roughness mip-map augmentation with normal mip-map variance.
And finally, Dimitar will discuss how physically based lighting affects the authoring of art assets and some potential difficulties the Art team could encounter in the transition to physically based lighting.