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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 – 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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