原帖由 Nothing 于 2007-8-3 14:02 发表
shadowmap的先天不足就是边缘锯齿,z-fight...现在除了战争机器看起来还可以,其他的next gen游戏几乎都有这个毛病: Lair, GT4 HD等等
shadowmap的原理本来就是在光源空间(lightspace)里渲染一张深度贴图 ...
Next generation gaming brought high resolutions, very complex environments and large textures to our living rooms. With virtually every asset being inflated, it's hard to use traditional forward rendering and hope for rich, dynamic environments with extensive dynamic lighting. Deferred rendering, on the other hand, has been traditionally described as a nice technique for rendering of scenes with many dynamic lights, that unfortunately suffers from fill-rate problems and lack of anti-aliasing and very few games that use it were published.
In this talk, we will discuss our approach to face this challenge and how we designed a deferred rendering engine that uses multi-sampled anti-aliasing (MSAA). We will give in-depth description of each individual stage of our real-time rendering pipeline and the main ingredients of our lighting, post-processing and data management. We'll show how we utilize PS3's SPUs for fast rendering of a large set of primitives, parallel processing of geometry and computation of indirect lighting. We will also describe our optimizations of the lighting and our parallel split (cascaded) shadow map algorithm for faster and stable MSAA output.
Take Away
The session will provide detailed overview and optimizations of modern rendering engine and parallel processing. Many of the topics are applicable for various gaming platforms.
原帖由 hourousha 于 2007-8-3 16:55 发表
说是用了
http://www.develop-conference.co ... /all_sessions.shtml
欢迎光临 TGFC Lifestyle (http://club.tgfcer.com/) | Powered by Discuz! 6.0.0 |