Rendering | Cheney Shen

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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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Oculus Optimizing the Unreal Engine 4 Renderer for VR


https://developer.oculus.com/blog/introducing-the-oculus-unreal-renderer/     For Farlands, the Oculus team wrote an experimental, fast, single-pass forward renderer for Unreal Engine. It’s also used in Dreamdeck and the Oculus Store version of Showdown. We’re sharing the renderer’s source as a sample to help developers reach higher quality levels and frame rates in their own applications. As of today,…

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The Vanishing of Milliseconds: Optimizing the UE4 renderer for Ethan Carter VR


原文: https://medium.com/@TheIneQuation/the-vanishing-of-milliseconds-dfe7572d9856#.auamge3rg         As a game with very rich visuals, The Vanishing of Ethan Carter (available for the  Oculus Rift and Steam VR ) has been a difficult case for hitting the VR performance targets. The fact that its graphics workload is somewhat uncommon for Unreal Engine 4 (and, specifically, largely dissimilar to existing…

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Advanced VR Rendering Performance


作者: Alex Vlachos ValveAlex@ValveSoftware.com 这是全文的第二部分,第一部分在GDC 15的时候讲的,下面是链接: Video and slides from last year are free online: http://www.gdcvault.com/play/1021771/Advanced-VR 全篇目标就是:VR渲染如何在保证质量的前提下获得最好的性能。 全文分为四部分: Multi-GPU for VR 这一点主要考虑的方向就是GPU硬件对于性能的提升。 首先回顾上一篇有讲到隐藏网格区域,指的就是对于最后渲染buffer的不会看到的部分位置的像素点不渲染。 首先考虑使用单颗GPU来完成所有工作。 这里单GPU渲染工作方式有很多种,这里以顺序渲染作为例子。 上图展示的就是一次渲染的单GPU工作流,特点是两个眼睛共享shadow buffer。 然后我们再来考虑同时使用多个GPU来渲染。 AMD, Nvidia提供的多GPU协同工作API大同小异,都具备以下的重要功能: 广播draw call + mask来 确定每个GPU的工作内容 每个GPU拥有独立的shader constant buffers并可以独立设置 在GPU之间传输(或异步传输:在目标GPU在工作时不会打断,特别有用)渲染目标主体 使用两个GPU的情况: 每个GPU渲染一只眼睛看到的东西 每个GPU都需要渲染shadow buffer 次GPU的渲染结果需要提交到主GPU上,最终提交给VR system 实践证明这样的方式大概可以提高30-35%的系统性能 使用4个GPU的情况 每个GPU只需要渲染半只眼睛看到的画面 但是每个GPU还是需要独立的都运算一遍shadow buffers 对于 pixel shader的cost来说每个GPU减到原来的1/4,但是对于vertex shader来说,每个GPU都需要做,cost还是1。(相比较于单GPU) 太多的GPU驱动的工作协调会带来更高的CPU…

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Optimizing the Unreal Engine 4 Renderer for VR


https://developer.oculus.com/blog/introducing-the-oculus-unreal-renderer/   For Farlands, the Oculus team wrote an experimental, fast, single-pass forward renderer for Unreal Engine. It’s also used in Dreamdeck and the Oculus Store version of Showdown. We’re sharing the renderer’s source as a sample to help developers reach higher quality levels and frame rates in their own applications. As of today, you…

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