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Rendering Architecture and                                                          ä   Ö   È   ¾   ¼           Ü   ¹   ¹




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Johan Andersson, Rendering Architect, DICE
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                                                                                                                                                                                                                                                                                                                                                                                                                                                                                      Battlefield




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                                                                                                                                                                                                                                                                                                                                                                                                                                                                                  Áã »á
                                                                                                                                                                                                                                                                                                                                                                                                                                                                                   zXr0
Xbox 360
PlayStation 3

  DirectX 9 SM3 & Direct3D 10
Xbox 360 & PlayStation 3




               ☺
Õ½µØ:ÅÑÄæÁ¬¶ÓÔ¤¸Æ




http://media.xbox360.ign.com/media/713/713943/vid_1921226.html
º®ËªÒýÇæ¸ÅÄî




±à¼-Æ÷(FrostED)




                                                        ´½¨×ÊÔ




                                                                                                                                            ¹Ø¿¨,Ä£ÐÍ,shader,ÎïÌå




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              ÇþµÀ




                                                                                              ת»¸÷ÖñʽµÄÔ´




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                            ÓÎÏ·ÌåÑé,רҵģâ,¼´Ê±äÖȾ




                                                                        Xbox 360, PS3, Win32
äÖȾϵͳ¼Ü¹




                                   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
ÎïÌ弸ºÊµÀýäÖȾ




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                                                                              Ëø¶¨±»äÖȾµÄÎïÌå




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                          »ñµÃ¸ü¶àÄÊôÐÔ,




                                           ¶ø²»ÊÇÏûºÄ




                                                                                                                   Note: buggy editor screenshot, node should have few inputs
Shading system runtime
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                        Ñ°ÕÒ¸÷Öshader״̬×éºÏµÄ½â¾ö·°¸




                                                                                                 äÖȾ¹ÜÏß´ÔìÕâЩÀëshader״̬




                                                     Ö¸Áî±»ºǫ́API(D3D/GCM)×èÖÍ




                                                                                                                  ×èÖÍÒѾ-¸ã¶¨(Àà±ðÓëÉî¶È)




                                                                                                                                             ºǫ́ÉèÖÃÕë¶Ô¿¸öƽØÊâµÄ×´¬Íshader




                                                                                                                                                                                ·½°¸±»¹ÜÏßÈ




                                                                                                                                                                                              ΢Èõ,±»¶¯




                                                                                  Draw
Alpha-tested / alpha-to-coverage
Demo
GDC “The Importance of Being Noisy: Fast,
High Quality Noise”, N. Tatarchuk
ÆäËû¹ý³ÌÉú¼Êõ




¹ý³ÌÉú¼ÊõºÍ¤¾ßΪ´ÀÓϷƽ¨×±¸




                              by Jeremy Shopf (AMD) and
                              Sebastien Deguy (Allegorithmic)
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

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Rendering Architecture Overview for Battlefield

  • 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
  • 2.
  • 3.
  • 4.
  • 5.
  • 6.
  • 7.
  • 8.
  • 9.
  • 10.
  • 11. Xbox 360 PlayStation 3 DirectX 9 SM3 & Direct3D 10
  • 12. Xbox 360 & PlayStation 3 ☺
  • 14.
  • 15.
  • 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
  • 18.
  • 19. DirectX 9 SM3 for PC & Xbox 360 Low-level GPU communication on 360 Direct3D 10 for Windows Vista libGCM for PlayStation 3
  • 20.
  • 21.
  • 22.
  • 23.
  • 24.
  • 25.
  • 26.
  • 27.
  • 28.
  • 29.
  • 30.
  • 31.
  • 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
  • 33.
  • 34.
  • 35. Shading system runtime Óû§½«äÖȾÆ÷µÄ×é¯Áгö ¼¸ºÎÍß½×shader״̬µÄ×éºÏ Ñ°ÕÒ¸÷Öshader״̬×éºÏµÄ½â¾ö·°¸ äÖȾ¹ÜÏß´ÔìÕâЩÀëshader״̬ Ö¸Áî±»ºǫ́API(D3D/GCM)×èÖÍ ×èÖÍÒѾ-¸ã¶¨(Àà±ðÓëÉî¶È) ºǫ́ÉèÖÃÕë¶Ô¿¸öƽØÊâµÄ×´¬Íshader ·½°¸±»¹ÜÏßÈ Î¢Èõ,±»¶¯ Draw
  • 36.
  • 37.
  • 38.
  • 39.
  • 40.
  • 42.
  • 43.
  • 44.
  • 45.
  • 46.
  • 47.
  • 48.
  • 49.
  • 50.
  • 51. Demo
  • 52. GDC “The Importance of Being Noisy: Fast, High Quality Noise”, N. Tatarchuk
  • 53. ÆäËû¹ý³ÌÉú¼Êõ ¹ý³ÌÉú¼ÊõºÍ¤¾ßΪ´ÀÓϷƽ¨×±¸ by Jeremy Shopf (AMD) and Sebastien Deguy (Allegorithmic)
  • 54.
  • 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