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 …
Tag: Rendering
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: …
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: …
RayTracing – Adding Reflection and Refraction
The other advantage of ray-tracing is that, by extending the idea of ray propagation, we can very easily simulate effects like reflection …
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 …
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 …
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 …
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 …
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 …
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 …