[gdc07]Rendering Architecture and Real-time Procedural Shading & Texturing Techniques
2011-04-13 21:35
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dice主力johan anderssen和霸气姐Natalya Tatarchuk(当时还在ati)联袂呈现。
procedural技术
这里可以先看下procedural技术,procedural就是使用很少数据生成很多数据的这么个技术。
这样可以看出procedural的好处:
节省内存
可能会提高生产效率:像通过描述信息生成undergrowth这种,以后artist可以快速的创作出一大片东西
完美的lod----提高运行效率,完美支持多配置系统,无极resolution,
效率要看情况,不是依据简单的更快或者更慢,但是目前掌握的情况来看,得益于更好的lod和更小的内存,效率上是总体更优的。
更好的支持dynamic(destruction。。。)
frostbite render architecture:
programmer都是使用engine自定义的state,而不是low level state,便于使用也更好管理
使用shader graph,通过控制人来控制shader的种类和多样性的问题
phong brdf
shader graph:有点小猛的
又提到terrain,上个图吧,的确帅!
procedural snow mountain
这个要在霸气姐那里看paper
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