Contenu connexe Similaire à 寒霜引擎渲染架构与即时渲染程序的过程生成技术 (20) 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 ¿ Ã Å , 3 D Ó ¦ Ó Ã ¿ ª · ¢ × é
Ȧ
Battlefield
Ȧ
Áã »á
zXr0
16. º®ËªÒýÇæ¸ÅÄî
±à¼-Æ÷(FrostED)
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¹Ø¿¨,Ä£ÐÍ,shader,ÎïÌå
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Xbox 360, PS3, Win32
17. äÖȾϵͳ¼Ü¹
Game renderer
World renderer UI
Terrain
Particles Sky Decals
Undergrowth
Meshes
Shading system
Direct3D / libGCM
19. DirectX 9 SM3 for PC & Xbox 360
Low-level GPU communication on 360
Direct3D 10 for Windows Vista
libGCM for PlayStation 3
32. ÎïÌ弸ºÊµÀýäÖȾ
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»ñµÃ¸ü¶àÄÊôÐÔ,
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Note: buggy editor screenshot, node should have few inputs
35. Shading system runtime
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¼¸ºÎÍß½×shader״̬µÄ×éºÏ
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äÖȾ¹ÜÏß´ÔìÕâЩÀëshader״̬
Ö¸Áî±»ºǫ́API(D3D/GCM)×èÖÍ
×èÖÍÒѾ-¸ã¶¨(Àà±ðÓëÉî¶È)
ºǫ́ÉèÖÃÕë¶Ô¿¸öƽØÊâµÄ×´¬Íshader
·½°¸±»¹ÜÏßÈ
΢Èõ,±»¶¯
Draw
55. Ȧ
Battlefield
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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