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Johan Andersson, Rendering Architect, DICE
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                                   Game renderer



                        World renderer                     UI



Terrain

                                         Particles   Sky        Decals

      Undergrowth



                             Meshes



                             Shading system


                            Direct3D / libGCM
DirectX 9 SM3 for PC & Xbox 360
  Low-level GPU communication on 360
Direct3D 10 for Windows Vista
libGCM for PlayStation 3
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GDC “The Importance of Being Noisy: Fast,
High Quality Noise”, N. Tatarchuk
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                              by Jeremy Shopf (AMD) and
                              Sebastien Deguy (Allegorithmic)
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                                                                                      ÁªÏµçÓÊ:




                                                                                johan.andersson@dice.se
                                                                               natalya.tatarchuk@amd.com

寒霜引擎渲染架构与即时渲染程序的过程生成技术

  • 1.
    Rendering Architecture and ä Ö È ¾ ¼ Ü ¹ ¹ Ó ë ¼ ´ Ê ± ä Ö È ¾ ³ Ì Ð ò µ Ä ¹ ý ³ Ì É ú ³ É ¼ ¼ Ê õ Johan Andersson, Rendering Architect, DICE J o h a n A n d e r s s o n , ä Ö È ¾ ¼ Ü ¹ ¹ Ê ¦ , E A D I C E N a t a l y a T a t a r c h u k , × ÷ Ò µ Ñ Ð ¾ ¿ ¹ ¤ ³ Ì Ê ¦ A M D / A T I Í ¼ Ð Î ² ú Æ · ² ¿ à Š, 3 D Ó ¦ Ó Ã ¿ ª · ¢ × é Ȧ Battlefield Ȧ Áã »á zXr0
  • 11.
    Xbox 360 PlayStation 3 DirectX 9 SM3 & Direct3D 10
  • 12.
    Xbox 360 &PlayStation 3 ☺
  • 13.
  • 16.
    º®ËªÒýÇæ¸ÅÄî ±à¼-Æ÷(FrostED) ´½¨×ÊÔ ¹Ø¿¨,Ä£ÐÍ,shader,ÎïÌå ÍêÈ«¸öÐÔ»¯,»ùÓÚC# ÇþµÀ ת»¸÷ÖñʽµÄÔ´ Win32¶ÀÕ¼ ºÜÉÙµÄÔØÈëʱ¼ä,ºÜ´óµÄÁé»îÐÔ ÓÃ; ÓÎÏ· ÓÎÏ·ÌåÑé,רҵģâ,¼´Ê±äÖȾ Xbox 360, PS3, Win32
  • 17.
    äÖȾϵͳ¼Ü¹ Game renderer World renderer UI Terrain Particles Sky Decals Undergrowth Meshes Shading system Direct3D / libGCM
  • 19.
    DirectX 9 SM3for PC & Xbox 360 Low-level GPU communication on 360 Direct3D 10 for Windows Vista libGCM for PlayStation 3
  • 32.
    ÎïÌ弸ºÊµÀýäÖȾ ÃÀ¹¤´½¨ Ëø¶¨±»äÖȾµÄÎïÌå ÆÕ¼°ÐÔ¸ß, ÔÚÏàͬshaderÖÐÓ´óÁ¿¹¦ÄÜ »ñµÃ¸ü¶àÄÊôÐÔ, ¶ø²»ÊÇÏûºÄ Note: buggy editor screenshot, node should have few inputs
  • 35.
    Shading system runtime Óû§½«äÖȾÆ÷µÄ×é¯Áгö ¼¸ºÎÍß½×shader״̬µÄ×éºÏ ѰÕÒ¸÷Öshader״̬×éºÏµÄ½â¾ö·°¸ äÖȾ¹ÜÏß´ÔìÕâЩÀëshader״̬ Ö¸Áî±»ºǫ́API(D3D/GCM)×èÖÍ ×èÖÍÒѾ-¸ã¶¨(Àà±ðÓëÉî¶È) ºǫ́ÉèÖÃÕë¶Ô¿¸öƽØÊâµÄ×´¬Íshader ·½°¸±»¹ÜÏßÈ Î¢Èõ,±»¶¯ Draw
  • 41.
  • 51.
  • 52.
    GDC “The Importanceof Being Noisy: Fast, High Quality Noise”, N. Tatarchuk
  • 53.
    ÆäËû¹ý³ÌÉú¼Êõ ¹ý³ÌÉú¼ÊõºÍ¤¾ßΪ´ÀÓϷƽ¨×±¸ by Jeremy Shopf (AMD) and Sebastien Deguy (Allegorithmic)
  • 55.
    Ȧ Battlefield Ȧ Õ½µØÐÂÎÅÍø Áã »á µã»÷Á´½Ó½øÈë zXr0 http://hi.baidu.com/h0nker ×ÔÓÉ-½ø²½-¼¼Êõ-´´Ôì-·ÖÏí-ÌôÕ½ ÌáÎʱ¼ä,ÓÐâÂï? ÁªÏµçÓÊ: johan.andersson@dice.se natalya.tatarchuk@amd.com