GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation (Gpu Gems)
ShaderX3: Advanced Rendering with DirectX and OpenGL (Shaderx Series)
ShaderX3: Advanced Rendering with DirectX and OpenGL (Shaderx Series)
High Dynamic Range Imaging: Acquisition, Display, and Image-Based Lighting (The Morgan Kaufmann Series in Computer Graphics)
ACM SIGGRAPH 2007 courses
Approximating dynamic global illumination in image space
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Inferred lighting: fast dynamic lighting and shadows for opaque and translucent objects
Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Multi-resolution screen-space ambient occlusion
Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology
A local image reconstruction algorithm for stochastic rendering
I3D '11 Symposium on Interactive 3D Graphics and Games
Poisson disk ray-marched ambient occlusion
I3D '11 Symposium on Interactive 3D Graphics and Games
The alchemy screen-space ambient obscurance algorithm
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
Character shading in EA Sports MMA™ using projected Poisson disk based ambient occlusion
ACM SIGGRAPH 2011 Posters
The State of the Art in Interactive Global Illumination
Computer Graphics Forum
EGGH-HPG'12 Proceedings of the Fourth ACM SIGGRAPH / Eurographics conference on High-Performance Graphics
Multi-view ambient occlusion with importance sampling
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Real-Time rendering framework in the virtual home design system
Transactions on Edutainment IX
EGSR '13 Proceedings of the Eurographics Symposium on Rendering
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In this chapter we present the techniques and algorithms used for compelling storytelling in the context of the StarCraft II© real-time strategy game. We will go over some of the design goals for the technology used to empower our artists for both in- game and "story mode" settings as well as describe how the Blizzard art style influenced the design of the engine. Various aspects of our lighting pipeline will be unveiled, with a strong focus on several techniques making use of deferred buffers for depth, normals, and coloring components. We will show how these deferred buffers were used to implement a variety of effects such as deferred lighting, screen-space ambient occlusion and depth of field effects. Approaches with respect to shadows will also be discussed.