Difference between revisions of "Rendering"

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Rendering for games is constantly evolving, as new consumer hardware gets faster and faster, allowing graphics programmers to implement ever-better rendering features. Games are increasingly adding rendering techniques that were once only used for non-real-time special effects rendering in movies and commercials.
 
Rendering for games is constantly evolving, as new consumer hardware gets faster and faster, allowing graphics programmers to implement ever-better rendering features. Games are increasingly adding rendering techniques that were once only used for non-real-time special effects rendering in movies and commercials.
  
=== Global Illumination (GI) ===
 
GI calculates how light touches objects in a scene, and bounces off (or through) to illuminate other objects nearby. Because light is scattered by these bounces, GI renders soft shadows and colored light bleeding, creating more realistic lighting.
 
  
Global illumination is expensive to render, but there are various approximations in use in games rendering...
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* Physically Based Rendering ([[PBR]]).
  
==== Image Based Lighting (IBL) ====
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* [[GameRenderingTerminology]]
Image based lighting surrounds the scene with a dome or sphere, which is mapped with an image. This image contributes lighting to everything inside it. Bright parts of the image create brighter lighting on the sides of objects that face that direction.
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This is very fast to render, so it can be used in real-time.
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IBL approximates global illumination, because the image can have multiple light sources, and can simulate light bouncing off distant surfaces to illuminate the scene objects. However it does not handle nearby light bounces... objects inside the scene don't bounce light onto each other.
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Marmoset [http://www.marmoset.co/ Toolbag and Skyshop] are real-time rendering engines that use image based lighting.
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==== Voxel Cone-Tracing Global Illumination ====
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[http://www.polycount.com/forum/showthread.php?t=100642 voxel cone-tracing GI discussion]
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Recently attempted for the new Unreal Engine 4, but dropped due to the limitations of PlayStation 4 hardware.
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==== Spherical Harmonic Lighting (SH) ====
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See [http://en.wikipedia.org/wiki/Spherical_harmonic_lighting Wikipedia].
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=== Physically Based Rendering (PBR) ===
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See [[PBR]].
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== Rendering Articles ==
 
== Rendering Articles ==
 
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* [https://engineering.riotgames.com/news/trip-down-lol-graphics-pipeline A Trip Down The LoL Graphics Pipeline] by Riot Games Engineering.
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* [http://polycount.com/discussion/148473/life-of-a-triangle-gpu-rasterization/p1 life of a triangle (GPU rasterization)] on the Polycount Forums.
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* [http://simonschreibt.de/gat/renderhell/ Render Hell 1.1] by Simon Schreibt.
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* [http://simonschreibt.de/game-art-tricks/ Game Art Tricks] by Simon Schreibt. See also the Polycount Forum thread [http://www.polycount.com/forum/showthread.php?p=1759176 Article: Game Art Art].
 
* [http://www.fxguide.com/featured/the-state-of-rendering/ The State of Rendering] by Mike Seymour at fxguide.com - a great overview of rendering techniques, mostly those used in the VFX industry, but it provides an excellent background for bleeding-edge games-related rendering techniques.
 
* [http://www.fxguide.com/featured/the-state-of-rendering/ The State of Rendering] by Mike Seymour at fxguide.com - a great overview of rendering techniques, mostly those used in the VFX industry, but it provides an excellent background for bleeding-edge games-related rendering techniques.
* [http://www.manufato.com/?p=902 Brief Considerations About Materials] by [http://www.manufato.com/?page_id=2 Pedro Toledo] - a great explanation of how specular works in computer graphics, including dialetric and conductor surfaces, and why people use inverse-hue specular color maps. In the [http://www.polycount.com/forum/showthread.php?p=1226770#post1226770 Polycount thread] about this article, [http://mutantspoon.com/ Jordan 'JordanW' Walker] explains how gamma affects specular color as well.
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* [http://www.manufato.com/?p=902 Brief Considerations About Materials] by [http://www.manufato.com/?page_id=2 Pedro Toledo] - a great explanation of how specular works in computer graphics, including dialetric and conductor surfaces, and why people use inverse-hue specular color maps. In the [http://polycount.com/discussion/comment/1226770/#Comment_1226770 Polycount thread] about this article, [http://mutantspoon.com/ Jordan 'JordanW' Walker] explains how gamma affects specular color as well.
 
* [[Model Presentation]] Polycount wiki page has links to rendering tutorials.
 
* [[Model Presentation]] Polycount wiki page has links to rendering tutorials.
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* [[Whitepapers]] has conference proceedings and research papers about game graphics.
  
  
 
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[[Category:Technology]] [[Category:EnvironmentLighting]]
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[[Category:Rendering]][[Category:Technology]][[Category:Lighting]][[Category:Portfolio]]

Revision as of 08:54, 19 January 2017

Topics explaining how game engines render an artist's artwork.

Rendering Techniques

Rendering for games usually means the scene has to be rendered in real-time, in response to the player changing the 3D world.

In real-time rendering, the scene needs to be re-rendered very quickly, at least 30 frames per second (fps). Rendering techniques for games are speedy hacks, they are "close enough" to create good results, without taking minutes or hours to render each frame.

Rendering for games is constantly evolving, as new consumer hardware gets faster and faster, allowing graphics programmers to implement ever-better rendering features. Games are increasingly adding rendering techniques that were once only used for non-real-time special effects rendering in movies and commercials.


  • Physically Based Rendering (PBR).

Rendering Articles



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