明场照明和暗场照明_实时区域照明:从研究到生产的历程

明场照明和暗场照明

Real-time area lighting has been a long-running quest in games, with many avenues (and dead ends!) explored, but recent research has provided a new route to solving this problem. That said, as developers we all know from (sometimes bitter) experience that research breakthroughs are typically not the end of the road but the beginning. With that in mind, the bulk of this talk will go step-by-step through the process of taking the reference implementation of “Real-Time Polygonal-Light Shading with Linearly Transformed Cosines” and tuning it for production use. This talk will cover numerical issues, quality improvements, and performance optimisations that provide a significant gain on current console hardware.

实时区域照明一直是游戏中一项长期追求的任务,它探索了许多途径(包括死胡同!),但是最近的研究提供了解决这一问题的新途径。 就是说,正如众所周知的开发人员(有时是痛苦的)经历一样,研究突破通常不是道路的尽头,而是开始。 考虑到这一点,本次演讲的大部分内容将逐步进行,以采用“ 具有线性变换余弦的实时多边形-光阴影 ”的参考实现并对其进行调整以供生产使用。 本讲座将讨论数值问题,质量改进和性能优化,这些将为当前的控制台硬件带来巨大的收益。

Stephen Hill (Ubisoft) and Eric Heitz (Unity Technologies)

Stephen Hill(育碧)和Eric Heitz(Unity Technologies)

ACM SIGGRAPH Courses 2016

ACM SIGGRAPH课程2016

Link to project page with slides and notes .

链接到带有幻灯片和注释的项目页面

Link to the SIGGRAPH 2016 Course page: Advances in Real-Time Rendering in Games.

链接到SIGGRAPH 2016课程页面: 游戏中实时渲染的进展

翻译自: https://blogs.unity3d.com/2016/08/03/real-time-area-lighting-a-journey-from-research-to-production/

明场照明和暗场照明

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