Tag: Rendering

VR下左右眼UI排序不一样

    首先确认问题出在哪里:经过测试只有出现在 SolarMeshWidgetComponent 这个相关。     然后想了一下,有可能是是左右眼的深度处理不一致,有这样的情况么? 可能一: https://answers.unrealengine.com/questions/88032/bug-fresnel-on-vr-oculus-lr-eye-different.html https://forums.unrealengine.com/showthread.php?45945-Translucent-Water-Material-Displacement-Banding-Issue CameraVector. This is the world space camera direction. Since virtual reality glasses use 2 separate camera’s ingame, with both a slightly different direction, you won’t get the same result.     有遇到相似的左右眼不一致的情况有如下: Fresnel 效果不一致: https://answers.unrealengine.com/questions/88032/bug-fresnel-on-vr-oculus-lr-eye-different.html LOD 效果不一致: https://answers.unrealengine.com/questions/584083/eyes-sometimes-show-different-lods-in-vr.html     解决方案:根据actor到摄像机的距离手动排序      
Read More

Ue4 渲染流程

TranslucentRendering.h: Translucent rendering definitions. TranslucentRendering.cpp: Translucent rendering implementation.     这部分用来渲染透明网格。         后面两个函数处理参数后都是调用的 DrawMesh() 实现,DrawMesh 实现框架如下:         这里关键点就是判断,只处理透明材质: if (IsTranslucentBlendMode(BlendMode))。         然后来看可能是那里调用了上面的处理函数,TranslucentRendering.cpp 文件里面最后的几个实现方法是来自 DeferredShadingRenderer.h: Scene rendering definitions. 的,我们溯源会看到如下信息:     目测 DeferredShadingRenderer.h: Scene rendering definitions. 定义了完整的场景渲染方法。                    
Read More

UE4渲染模块分析

UE4的渲染模块是一个独立的模块,这篇文章从该模块的设计理念和思路进行剖析。 通常渲染模块由如下几个部分组成: 场景的描述 场景遍历和拣选 渲染的执行         场景的描述     UE4场景管理相关的数据结构如下: FScene 场景类 FPrimitiveSceneProxy 场景里的几何体类 FPrimitiveSceneInfo 场景里的结点(拥有几何体和状态信息)     每个几何体具有材质属性,相关的数据结构如下: FMaterial 材质接口类,提供材质属性的查询(eg. blend mode)和shader查找。 FMaterialResoruce UMaterial实现的具体的FMaterial FMaterialRenderProxy 渲染线程用的Material对象,提供FMaterial的访问和材质参数的访问(eg. scaler, vector, texture parameter等参数)。             场景的遍历和拣选     在简单的3D渲染引擎中,通常的做法是:遍历场景结点,根据视景体进行判断该结点是否可见,如果可见则保存到渲染队列中,否则忽略之。最后对渲染队列中的结点进行按材质排序,然后绘制它们。     在UE4中,使用了不同于上面的方式进行处理,它对几何体进行分类处理(Static Primitive和Dynamic Primitive)。     Static Render Path 在FScene对象中存在一些static
Read More

RayTracing – Implementing the Raytracing Algorithm

https://www.scratchapixel.com/lessons/3d-basic-rendering/introduction-to-ray-tracing/implementing-the-raytracing-algorithm     We have covered everything there is to say! We are now prepared to write our first ray-tracer. You should now be able to guess how the ray-tracing algorithm works.【我们开始来实现算法】     First of all, take a moment to notice that the propagation of light in nature is just a countless number of
Read More

RayTracing – Raytracing Algorithm in a Nutshell

https://www.scratchapixel.com/lessons/3d-basic-rendering/introduction-to-ray-tracing/raytracing-algorithm-in-a-nutshell     The phenomena described by Ibn al-Haytham explains why we see objects. Two interesting remarks can be made based on his observations: firstly, without light we cannot see anything and secondly, without objects in our environment, we cannot see light. If we were to travel in intergalactic space, that is what would typically
Read More

RayTracing – How Does It Work?

https://www.scratchapixel.com/lessons/3d-basic-rendering/introduction-to-ray-tracing/how-does-it-work     To begin this lesson, we will explain how a three-dimensional scene is made into a viewable two-dimensional image. Once we understand that process and what it involves, we will be able to utilize a computer to simulate an “artificial” image by similar methods. We like to think of this section as the
Read More

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
Read More

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      
Read More