Lighting Improvements in Madden NFL 11

Lighting Artist for EA Sports Patrick Cowan  has posted a new blog detailing Lighting Improvements happening for Madden NFL 11.  Check it out below. I’m Patrick Cowan, Lighting Artist for EA Sports in Orlando. In the article that follows, I will be sharing a few of the exciting improvements to our lighting approach in Madden NFL 11, with a focus on increased broadcast fidelity. Some of the more dramatic examples of these changes can be seen in our night games and dome stadiums, so much of what follows will address those game settings. Due to the fact that both settings are lit primary by artificial light sources, they present unique challenges to the artist. Stadiums One of the ways we pushed for increased broadcast integrity was in the lighting of our stadiums. Previously our night and dome stadiums were lit for maximum visibility of the crowd and thus were not consistent with typical broadcast camera exposures. In Madden 11 we attempted to better emulate how stadiums appear when the exposure is set for the action on the field. Using a variety of reference material, we attempted to closely approximate the patterns of light and shadow unique to the individual stadiums. In real world photography, the light and dark values of a subject can vary considerably from shot to shot depending on the exposure settings. In Madden NFL we are working with one universal exposure, so it was necessary to create a unified look which works across the board, regardless of which of our hundreds of animated cameras is active. The end result is night and dome stadiums which have considerably more contrast and shape to the lighting than in previous versions of the game and tonal values for the crowd which prevent it from visually competing with the action during game play. Photo Reference of M & T Bank Stadium M & T Bank Stadium in Madden NFL 10 M & T Bank Stadium in Madden NFL 11 In the Madden NFL 11 example above, you’ll notice a more dramatic shadow-to-light contrast, more shape and depth to the lighting, and a visual presentation which is truer to the photographic and broadcast appearance of the actual stadium. Stadium Lights Another change to our lighting is the appearance of our stadium lights. In photography, when a light source is in the field of view of the camera (or directly on the perimeter) it interacts with the lens to create flaring effects. These effects can take various forms, such as starbursts, circles or rings. A photo example of lens flare with starburst patterns In Madden NFL 11 we reworked this effect for all of our stadiums. Our stadium lights are now brighter and feature starburst patterns. This effect interacts with the animation of the camera, creating lens distortions which shift dynamically in real time as the camera moves or zooms. Stadium Lights in Madden NFL 10 In the above image from Madden NFL 10, you’ll notice the flares around the stadium lights appear circular and uniform in size. Compare this to the Madden NFL 11 image below: Stadium Lights in Madden NFL 11 Notice the flares now form a detailed starburst pattern. As you play the game, you’ll observe that as the camera is animated these flares grow larger in relation to the position of the lens, producing an interactive effect similar to what we are accustomed to seeing in an actual broadcast. Jumbotrons & Ribbon boards Another improvement in Madden NFL 11 is the broadcast-like representation of the ribbon boards and jumbotrons. A camera has a limited range of values it can capture, a range which is less than that of the human eye. When the values of a photographic subject fall outside of the light or dark extremes of this range, they are interpreted as uniform areas of minimum or maximum brightness. This can occur across the three channels which make up digital images – red, green, and blue (the three additive primary colors of light) – or separately in individual channels. Self-illuminated objects such jumbotrons often present an irresolvable challenge to the photographer. If the exposure is set to accurately view the image featured on the jumbotron, the surrounding stadium will appear too dark. If the exposure is set for maximum visibility of the stadium, players or crowd, the image on the jumbotron will fall outside of the maximum luminance range available to the camera, resulting in an overly bright image and a loss of detail in the brightest areas — an effect referred to as clipping or blow-out. A photo of a jumbotron with clipped values In Madden NFL 10, bright light sources such as jumbotrons and ribbon boards were exposed for maximum visibility, but lacked photographic authenticity. This year we made an effort to present self-illuminating objects in a manner more representative of a typical broadcast, resulting in clipped color channels and a “blown-out” look. Jumbotron from Madden NFL 10 Jumbotron from Madden NFL 11 In the above Madden NFL 11 image, notice how the self-illuminated objects – the jumbotron, ribbon boards and signage – appear to be actual sources of light, in contrast with how these objects are displayed in the previous image from Madden NFL 10. We also paid attention to improving other visual aspects the scoreboard and signage. In the following image, notice how the extra lighting detail on the NFL Network sign in the Madden NFL 11 screenshot (right) makes the sign feel as if it is lit by the light fixtures directly above and below the sign. A comparison of Gillette Stadium scoreboard in Madden NFL 10 (left) vs. Madden NFL 11 (right) The following example from Cleveland Browns Stadium displays similar visual upgrades. Notice how these features work together to enhance perceived photographic realism in the lower image. Browns Stadium scoreboard in Madden NFL10 Browns Stadium scoreboard in Madden NFL 11 Self-shadows Self-shadowing refers to the real-time calculation and rendering of shadows cast from objects and characters onto themselves and the geometry with which they interact. Madden NFL 10 was the first version of Madden to introduce self-shadowing, but the implemented technology was not without problems. On Madden NFL 11 we reworked our self-shadow system, resulting in a dramatic improvement in shadow fidelity. Compare the shadow quality of the two images below, particularly paying attention to the shadows falling below the featured character’s arms onto his chest and the shadows cast from the railing onto the stairs. The shadows in the Madden NFL 10 image (left) have a jagged quality. This effect is heightened when seen with movement: the frame-by-frame redrawing of the jagged shadows produces a distracting shimmering effect. By revisiting our shadow tech in Madden NFL 11 we were able to significantly smooth out the shadows, minimizing visual distraction. This quality upgrade is visible in the image on the right and is even more dramatically discernable when playing the game. A comparison of self-shadow quality from Madden NFL 10 (left) vs. Madden NFL 11 (right) The following comparison screenshot from Madden NFL 11 featuring Jets Coach Rex Ryan further demonstrates how our upgraded self-shadowing implementation contributes to the improved overall appearance of Madden NFL 11. In the image on the left, Ryan’s hat appears ungrounded due to the lack of self-shadowing. In contrast, notice how the hat in the image on the right blocks the sunlight, casting a shadow across Ryan’s face. The hat now feels as if it is resting solidly on Ryan’s head. Additionally, compare the difference in the quality of the shadows cast from the respective headsets. Rex Ryan watching game play, as portrayed in Madden NFL 10 (left) and in Madden NFL 11 (right) Madden NFL 11 is the first version of the game to bring self-shadowing to games played at night and in dome stadiums. Seeing the shadows fall from player to player results in the characters appearing weightier and grounded, and helps integrate the players with their surroundings. The comparison below demonstrates how self-shadowing in night and dome games contributes to increased realism in Madden NFL 11. The left image from Madden NFL 10 has no self-shadows and consequently feels ungrounded, while the self-shadowing in the image from Madden NFL 11 (right) facilitates an increased appearance of interactivity between the players. In game, this allows the action to feel more dynamic, more alive. A screenshot from a night game in Madden NFL 10, lacking self-shadows (left), vs. a night shot from Madden NFL 11, displaying our new self-shadow technique (right) Daytime Lighting Our approach to daytime lighting changed dramatically for Madden NFL 11. Again, we pushed for increased broadcast fidelity. Let’s revisit the concept of clipping. As stated previously, clipping occurs when tonal values in an image fall outside of the range available to the medium. In a typical digital image with an eight bit color depth, the artist is working with a value range of 0-255 for each of the three color channels. When values in any of the channels exceed 255, they are interpreted as 255, the maximum brightness available. This causes the bright areas to appear “flat” or even in value. If the clipping occurs in all three color channels, the clipped area will be solid white. We are accustomed to seeing this effect in photographs, movies and broadcast – our eyes simply read it as “bright.” Examine the white areas in the broadcast screenshot on the left side of the side-by-side comparison below. The players are shot in direct sunlight. Notice how the missing color information on the uniforms produces contiguous white areas. Now compare the image from Madden 10 on the right, which also portrays the players in direct sunlight. Because the shading detail is retained on the white uniforms, the screenshot doesn’t feel as bright as the photograph. A comparison of bright values in direct sunlight as displayed in broadcast (left) vs. a similar shot in Madden NFL 10 (right) Now look at a similar comparison using a screenshot from Madden NFL 11 (below, right). Here we pushed the bright values much higher, leading to a clipping effect similar to what we see in the reference photo. Because we see less detail in the brightest areas of the player’s uniform, we feel as if we are looking at a player shot in direct sunlight. As an added benefit of this approach, the player now “pops off the screen” and is easier for our eyes to follow during game play. A comparison of bright values in direct sunlight as displayed in broadcast (left) vs. a similar shot in Madden NFL 11 (right) Overall, our goal for Madden NFL 11 lighting was to push contrast, heighten realism, and integrate some of the distinguishing characteristics of broadcast to create a more dramatic visual statement and highly immersive game play. We hope you derive as much enjoyment from playing the game as we experienced creating it. Patrick Cowan Lighter EA Tiburon
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