Advanced Game Tech | Cheney Shen

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GPU Gems – Animation in the “Dawn” Demo


4.1 Introduction     “Dawn” is a demonstration(示范) that was created by NVIDIA Corporation to introduce the GeForce FX product line and illustrate how a high-level language (such as HLSL or Cg) could be used to create a realistic human character. The vertex shaders deform a high-resolution mesh through indexed skinning and morph targets, and…

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SIGGRAPH 15 – The Real-time Volumetric Cloudscapes of Horizon: Zero Dawn


    Forslides with proper formatting and video/audio use the PPTX version.     The following was presented at SIGGRAPH 2015 as part of the Advances in Real-time rendering Course. http://advances.realtimerendering.com     Authors: Andrew Schneider –Principal FX Artist, Nathan Vos –Principal Tech Programmer         Thank you for coming.     Over…

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SIGGRAPH 15 – Learning from Failure: a Survey of Promising, Unconventional and Mostly Abandoned Renderers for ‘Dreams PS4’, a Geometrically Dense, Painterly UGC Game’


    this talk is about showing you some of the approaches that we tried and failed to make stick for our project. if you’re looking for something to take away, hopefully it could be inspiration or some points are places to start, where we left off. I also just think it’s interesting to hear…

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SIGGRAPH 15 – Physically Based and Unified Volumetric Rendering in Frostbite


作者: Sebastien Hillaire – Electronic Arts / frostbite sebastien.hillaire@frostbite.com https://twitter.com/SebHillaire         introduction     Physically based rendering in Frostbite See [Lagarde & de Rousiers 2014] http://www.frostbite.com/2014/11/moving-frostbite-to-pbr/ Huge increase in visual quality 基于物理渲染的效果非常好!     Volumetric rendering in Frostbite was limited Global distance/height fog Screen space light shafts Particles 体素渲染在这里还是受到限制的,主要受限于这三点      …

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Voxel House


Introduction     http://www.oskarstalberg.com/game/house/Index.html         My projects typically revolve(围绕) around some central idea that I want to explore. Here, that central idea is a particular content driven approach to modular tilesets that I’ve had on my mind for a while. This project could have been created as a Python script in Maya…

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Managing Transformations in Hierarchy


Introduction   One of the most fundamental aspects of 3D engine design is management of spatial relationship between objects. The most intuitive way of handling this issue is to organize objects in a tree structure (hierarchy), where each node stores its local transformation, relative to its parent. The most common way to define the local…

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Reducing Texture Memory Usage by 2-channel Color Encoding


原理: 简单地说就是贴图一般所使用到的色域都很小,因此可以利用这个特征来减少表示texture的数据量。 These single-material textures often do not exhibit large color variety and contain a limited range of hues, while using a full range of brightness resulting from highlights and dark (e.g., shadowed), regions within the material surface.   基本做法就是传输亮度和饱和度 The method presented here follows these observations and aims to encode any given texture into two…

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