Dominic Filion Senior Engineer Blizzard Entertainment Rob

Dominic Filion Senior Engineer Blizzard Entertainment Rob-Free PDF

  • Date:29 Jun 2020
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Screen space techniques,Deferred rendering,Screen space ambient occlusion. Depth of Field,Translucent Shadows,Scalability, GPU families from Radeon 9800 geForce FX to latest. families supported with maximal usage of each family. Pixel load vs vertex load, Stress pixel vs vertex batch processing due to fluctuating. high unit counts, Translates into focus on stressing GPU over CPU to. ensure consistent framerate,Game mode overhead view many units lot of action.
Story mode close up view few models contemplative,Story mode. Warcraft III bright even coloring Starcraft II more emphasis. few local lights on local lighting shadows,without obscuring gameplay. Player controls lighting environment,Forward renderer. Discover any light interactions with every model, Render the model by looping over each light in the pixel. A light just touching a small part of a model causes the entire model to. be more expensive not just the affected part, Light interactions potentially become n squared causing uneven.
performance which doesn t scale well to lower end hardware. Deferred renderer,Render models and store material depth. information for each rendered pixel, Layer lighting unto scene by rendering light shapes. Recover position from depth map,Recover material information from RTs. Minimal CPU work,Less waste of pixel cycles for complex lighting. environments,FP16 Render Targets,All MRTs must be same size format.
The different MRT information will be used for a,variety of effects later on. Depth is most useful used for lighting fog volumes. screen space ambient occlusion smart displacement, depth of field projections edge detection thickness. measurement, Normals for lighting screen space ambient occlusion. Diffuse specular for lighting,VPOS semantic can be used under PS 3 0 which. provides pixel coordinates for each pixel,Normalize x y coordinates to 1 1 multiply by.
sampled depth,Under PS 2 0 an equivalent 1 1 view space. coordinate will need to be passed in from the vertex. Transform to world space from view space if,Render the light shape. Recover depth normal and material information,diffuse specular color from sampling RTs. wherever the light shape is at,Derive the position of the lit surface point from. Calculate the light contribution and additively,blend with the backbuffer.
Lighting Only with,Pre generated Ambient,Occlusion maps. Lighting overlap,Red is 8 or more lights,Finished result. Dominic Filion Senior Engineer Blizzard Entertainment Rob McNaughton Lead Technical Artist Blizzard Entertainment Screen space techniques Deferred rendering Screen space ambient occlusion Depth of Field Translucent Shadows DX9 based Scalability GPU families from Radeon 9800 geForce FX to latest families supported with maximal usage of each family Pixel load vs vertex load Stress pixel vs

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