Domain: realtimerendering.com
Stories and comments across the archive that link to realtimerendering.com.
Stories · 4
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A Very Detailed Dissection of a Frame From DOOM (adriancourreges.com)
DOOM 2016 "cleverly re-uses old data computed in the previous frames...1331 draw calls, 132 textures and 50 render targets," according to a new article which takes a very detailed look at the process of rendering one 16-millisecond frame. An anonymous Slashdot reader writes: The game released earlier this year uses the Vulkan API to push graphics quality and performance at new levels. The article sheds light on rendering techniques, mega-textures, reflection computation... all the aspects of a modern game engine.
Some of the information came from "The Devil is in the Details," a July presentation at the SIGGRAPH 2016 conferences on graphics by Tiago Sousa, id's lead renderer programmer, and senior engine programmer Jean Geffroy. (And there's also more resources at the end of the article, including a July interview with five id programmers by Digital Foundry.) "Historically id Software is known for open-sourcing their engines after a few years, which often leads to nice remakes and breakdowns," the article notes. "Whether this will stand true with id Tech 6 remains to be seen but we don't necessarily need the source code to appreciate the nice graphics techniques implemented in the engine." -
Game Tech: How BioShock Infinite's Lighting Works
An anonymous reader writes "The Principal Graphics Programmer for BioShock Infinite has put up a post about how the game's lighting was developed. We don't usually get this kind of look into the creation of AAA game releases, but the studio shut down recently, so ex-employees are more willing to explain. The game uses a hybrid lighting system: direct lighting is dynamic, indirect uses lightmaps, shadows are a mix. 'Dynamic lighting was handled primarily with a deferred lighting/light-pre pass renderer. This met our goals of high contrast/high saturation — direct lighting baked into lightmaps tends to be flat, mostly because the specular approximations available were fairly limited.' It's interesting how much detail goes into something you don't really think about when you're playing through the game. 'We came up with a system that supported baked shadows but put a fixed upper bound on the storage required for baked shadows. The key observation was that if two lights do not overlap in 3D space, they will never overlap in texture space. We made a graph of lights and their overlaps. Lights were the vertices in the graph and the edges were present if two lights' falloff shapes overlapped in 3D space. We could then use this graph to do a vertex coloring to assign one of four shadow channels (R,G,B,A) to each light. Overlapping lights would be placed in different channels, but lights which did not overlap could reuse the same channel. This allowed us to pack a theoretically infinite number of lights in a single baked shadow texture as long as the graph was 4-colorable.'" -
Minecraft Map of Northwestern Campus Printed In 3D
erich666 writes "Ben Rothman has created a five-foot-wide scale model of most of Northwestern University, where he was a sophomore this past year. This campus model is unique: it is the first modeled in Minecraft and then printed on a 3D printer. It is also the largest Minecraft 3D print to date, and will be on display in the main lobby of the largest building on campus in a few weeks. Ben began in November and spent about 600 hours recreating the campus. He notes that "this felt like playing a game more than a modeling task." The cost of the print material was about $2000 to $2500, well less than the cost of the display case being built for it (admittedly, labor costs are included for the case). The free Mineways program was used for export. It can help upload an exported Minecraft model to Shapeways, i.materialise, or other 3D print service. Models cost as little as $5." -
Print-On-Demand Publisher VDM Infects Amazon
erich666 writes "In recent months a flood of so-called books have been appearing in Amazon's catalog. VDM Publishing's imprints Alphascript and Betascript Publishing have listed over 57,000 titles, adding at least 10,000 in the previous month alone. These books are simply collections of linked Wikipedia articles put into paperback form, at a cost of 40 cents a page or more. These books seem to be computer-generated, which explains the peculiar titles noted such as 'Vreni Schneider: Annemarie Moser-Pröll, FIS Alpine Ski World Cup, Winter Olympic Games, Slalom Skiing, Giant Slalom Skiing, Half Man Half Biscuit.' Such titles do have the marketing effect of turning up in many different searches. There is debate on Wikipedia about whether their 'VDM Publishing' page should contain the words 'fraud' or 'scam.' VDM Publishing's practice of reselling Wikipedia articles appears to be legal, but is ethically questionable. Amazon customers have begun to post 1-star reviews and complain. Amazon's response to date has been, 'As a retailer, our goal is to provide customers with the broadest selection possible so they can find, discover, and buy any item they might be seeking.' The words 'and pay us' were left out. Amazon carries, as a Googled guess, 2 million different book titles, so VDM Publishing is currently 1/35th of their catalog, and rapidly growing."