Stefan Roettger, VIS Group, University of Stuttgart - PowerPoint PPT Presentation

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Stefan Roettger, VIS Group, University of Stuttgart

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Stage 3: Lighting Normal map used for illumination since per-vertex lighting is infeasible. Dynamic caustic map: Stage 3: Local Lights Besides global illumination, ... – PowerPoint PPT presentation

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Title: Stefan Roettger, VIS Group, University of Stuttgart


1
The Terrain Rendering Pipelinewww.massive.de

2
Intro
  • In interactive entertainment terrain rendering is
    much more than the display of a height field.
  • Without additional FX the terrain would just look
    incredibly boring.

3
DX7 vs. DX8
4
Outline of the Talk
  • How to handle lots of FX conveniently?
  • The complete task of terrain rendering can be
    organized as a pipeline!
  • For each stage of this pipeline we present a
    state of the art example from the actual DX8 game
    AquaNox.

5
Stage 1 Terrain
  • Terrain defined by height field
  • Size 2049 x 2049 ? Triangles 8 M
  • Use C-LOD terrain renderer to reduce triangle
    count to lt 10 K Roettger '98
  • View-dependent triangulation ? Apply geomorphing
    to prevent popping
  • Update every 10 frames for reduced load

6

7
Stage 2 Textures
  • World texture is splatted on the terrain ? Coarse
    color information.
  • Depending on material properties a fine material
    texture is blended over the world texture ?
    Impression of structure.
  • Very fine detail texture adds variance to the
    material texture in the near vicinity (greyscale
    texture for maximum resolution).

8
World Texture
Material Texture
Detail Texture
9
Stage 3 Lighting
  • Normal map used for illumination since per-vertex
    lighting is infeasible.
  • Dynamic caustic map

10
Stage 3 Local Lights
  • Besides global illumination, for each frame the
    footprints of up to 500 dynamic local lights are
    rendered into a hires light map.
  • Shadows on the ground and objects are implemented
    by a comparison of object height and light source
    height which is coded into the alpha channel.

11
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12
Stage 4 Organic FX
  • Plankton drift is simulated in vertex shader.
  • Plants are placed randomly based on a
    distribution map (mainly vertex shader).
  • Buildings are simply placed into the ground.
  • Caves are modeled by entrance geometry which
    resides on a transparent spot.

13
Stage 5 Volume FX
  • Layered Fog Heidrich '99
  • Density of fog is a function of height.
  • Pre-integrated lookup texture for exponential
    attenuation.

Z (viewer)
Distance (vertex)
64x64
DZ (vertex viewer)
14
Fog
15
Fog
16
Conclusion
  • In summary the presented terrain rendering
    pipeline applies a single texture map for each FX
    stage ? Multi-pass approach.
  • Fast rendering through multi-texturing.
  • Scales well on different graphics adaptors.
  • Ease of implementation by separation of FX.

17
Preview of AquaNox 2
  • Questions?

18
  • Even more questions?

19
  • www.massive.de
  • www.informatik.uni-stuttgart.de/roettger/
  • Thanx!
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