The rendering technologies of the CryENGINE 2 - PowerPoint PPT Presentation

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The rendering technologies of the CryENGINE 2

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The rendering technologies of the CryENGINE 2 – PowerPoint PPT presentation

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Title: The rendering technologies of the CryENGINE 2


1
The rendering technologies of the CryENGINE 2
  • Martin Mittring
  • Lead Graphics Programmer

2
Overview
  • Objects types
  • Animation System
  • Shaders
  • Direct Lighting and Indirect Lighting
  • Post Processing
  • Tools that assist the rendering

3
Objects types
  • Static Mesh
  • Heightmap Terrain
  • Voxel Terrain
  • Particles, Water
  • Decals, Roads
  • Atmospherics (Fog, Clouds)
  • Skinned Character

4
Nature
  • Clouds, Volumetric Fog
  • Dynamic Time-of-Day
  • Material layers
  • Breakable Vegetation

5
Clouds
  • 1 Painted Skybox
  • 2 Imposter Clouds
  • 3 Distant Clouds
  • 4 Volume Objects

1
2
3
4
6
Character Animation

7
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8
Procedural Motion Warping
  • Look-IK
  • Aim-IK
  • Foot-IK
  • Hit-reactions
  • Recoil
  • and many more

9
Nature
Shading
  • Clouds, Volumetric Fog
  • Dynamic Time-of-Day
  • Material layers
  • Breakable Vegetation
  • Metal/Cloth/Hair/Eyes/etc
  • Isotropic/Anisotropic
  • Subsurface Scattering
  • POM/Detail bump, etc

10
Sun with 2 point lights
Shadow mask (RGBA)
Shadows
  • Shadow maps
  • Efficient, fully dynamic
  • Deferred shadow mask
  • Unwrapped CM, CSM

Object SH
Object SH Terrain VSM
11
SSAO
without SSAO
Occlusion Factor
  • High quality
  • Production time saver
  • Saves memory
  • Fully dynamic

with SSAO
12
LDR / HDR
  • HDRDynamic value to tweak HDR
  • Eye adaptation
  • High quality bloom
  • Tone mapper (pow() per channel)

13
Post Processing
HDR Motion Blur
Sun-Shafts
  • Cinematic quality
  • Camera interaction effects
  • Several Photoshop filters

HDR Depth of field
14
Photobump
Polybump 2.x
Tools / Editor
  • Integrated Plugins, Sandbox
  • Resource Compiler
  • WYSIWYP, Hot reload

Sandbox Editor
15
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16
Extra Slides ...
17
Occlusion
  • No static PVS
  • Hierarchical culling
  • Portals, Occluder, CBuffer, Heightmap
  • Used for player view and lights
  • Animate only if visible (Particles, Characters)

18
Screen Space Ambient Occlusion
  • 3D sample distribution scaled with distance
  • Samples tested against the depth buffer,far
    samples with less influence
  • AO is a function of the number of exposed samples
  • Per pixel rotation with 4x4 texture
    (reflect),Smart blurring (depth buffer)
  • Fully dynamic, view dependency rarely
    visible,texture cache trashing
  • Results depend on asset tessellation and tweaking

19
Particle System
  • Multithreaded
  • Sprite and Geometry particles
  • Soft Particles
  • Particles can cast/receive shadow, self shadow
    and affected by lights
  • Spline control for most parameters
  • Multiple embedded emitters
  • Physical forces affecting particles

20
Shaders and shading (1/3)
  • Shader combinations problem
  • dynamic branching / separating into multiple
    passes / reducing combinations and accepting less
    functionality and less performance
  • Asynchronous shader compiling
  • Distributed Job System to compile the shader
    cache
  • 3DcTM for normal maps
  • reconstruct z in pixel shader, TIF to DDS
  • DXT5 fallback, BC5 for Direct3D10

21
Shaders and shading (2/3)
  • Per pixel scene depth
  • Early z pass (more draw calls)
  • Format R16,R16G16, R32 or native
  • WS position with offset in 1 instruction
  • Use Shadow Mask, Global Fog, Volumetric Fog,
    Soft Z Buffered Particles, DOF, Motion Blur,
    Beach/ Ocean, EdgeAA, Sun Rays

22
Shaders and shading (3/3)
  • World Space vs. Tangent Space Shading
  • better shading quality
  • less interpolators (Pos, Tangent, Binormal,
    Orientation)with multiple lights
  • unified shader (like Cubemap reflection)
  • per scene constants instead of per object
    constants
  • longer pixel shader
  • Less appropriate for low spec

23
Multi GPU
  • SLI (NVIDIA), Crossfire (ATI)
  • MultiGPU detection code
  • AFR (Alternate Frame Rendering) for maximum
    performance
  • Special texture update logic forcached
    textures, Texture atlas, Occlusion Query
  • Driver profile detected by application name
  • 2 or more cards?

24
FSAA
  • Multi sampling
  • Alpha test
  • A2C (Alpha To Coverage)
  • Super sampled alpha test
  • Problem with deferred Techniques
  • Screen depth texture
  • DX10.1 offers better z buffer access

25
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26
Water Rendering
Ocean
Rivers
  • Foam, Beach, Soft Z
  • Reflection, RGB Refraction
  • God rays, Caustics
  • FFT, Physics interaction

Underwater
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