The depth function is of course turned back to COMPARISON_LESS_EQUAL because we don’t have yet any information about the position Transparent Objects: Decals + Glass + Volumetric Lights On older cards, the blur is done with a pixel shader. Then on DirectX 11 compatible cards, a compute shader is used to apply a blur with a 19x19 kernel and smooth the result. Screen Space Ambient Occlusionīy sampling the depth buffer, the SSAO map is created.Ī first “noisy” result is obtained through a pixel shader. Strictly speaking it is not really a mask: we have a value of 1 if fully lit,Ī value of 0 if fully occluded (in the middle of the shadow),Īnd a value between 0 and 1 around the edges of the shadow (to give smoother borders). Not only store 0 or 1 (it would be a waste to use 8 bits for this): during this pass the PCF of the pixel is also Update: Matthijs De Smedt pointed out that each channel for a light source does Some small visible artifacts are typical of a PCF filtering technique. This approach is able to handle 4 light sources at the same time, more if bit-masks are used instead of byte-masks. Which is why they appear blue-ish: RGBA of (0, 1, 1, 1). The shadow seen under the sculpture fingers is produced only by the light above them, not the office light, If a texel is in the shadow of a certain light source, a byte corresponding to this light source is set The default value is white (1, 1, 1, 1) which means the texel is not shadowed by anything. The final result is outputted to an RGBA 8-bit texture which acts like a mask: This is an actual screenshot of the game: the final image presented on the player’s monitor.Įach texel of the depth map is read, and its visibility is calculated for each light source. How a Frame is Renderedīelow is the scene we’ll consider. Here are the results of my investigation. I was curious about the rendering process, so I spent a few hours reverse-engineering the game, playing with Renderdoc. It featured great graphics at the time (still looks good!), and it was as beautiful as light-weight: even low-budget video cards could run the game smoothly. It uses a modified version of the Crystal engine made by Crystal Dynamics and was one of the earliest games to support DirectX 11. I never had the chance to play the second opus “ Invisible War”, but I gave a shot to “ Human Revolution” when it was released.Īll I can say is: it lived up to the expectations!ĭeus Ex: Human Revolution is a game released in 2011 by Square Enix, and developed by Eidos Montréal and Nixxes for the PC version. ![]() The original Deus Ex is among the most critically acclaimed PC games of its time and I spent countless hours helping JC Denton fend off the conspiracies of UNATCO or the Illuminati. ![]() Followed by HN.ġ: Update with comments from Matthijs De Smedt. And Slashdot killed my bandwidth with 30,000 visits in the last hours.
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