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Techniques : 140 Posts

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Currently, there are a lot of light sources used to illuminate objects in game engines. Among them, the more commonly used are parallel directional light, point light source, spotlight and volume light, etc., but they are all approximations to real light sources and cannot simulate complex lighting situations in the real world well. In order to increase

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In the previous article, we introduced a dynamic global illumination algorithm base on spherical harmonic basis functions (Spherical Hamonies, SH for short). Its idea is to regard the complex transmission process of light between objects as a transfer function, which is calculated in advance and approximated by the SH basis function. At the same time, in the real-time

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Before introducing the main content of this article, PRT, we first introduce a step IBL that is common in-game engine rendering pipelines. Disney mentioned in the PBR course published at the 2012 Siggraph conference that they added IBL (Image Based Lighting) to the PBR rendering pipeline to make the rendering results more realistic. At present, IBL has

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In the microsurface model article we introduced last time, we mentioned that there are a function Rs in the model that simulates the specular reflection on the surface of the object. In this function, there is a function D (Microfacet Distribution function) that represents the distribution of the normal direction of the microsurface. Based on the observation of

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The reason why the PBR rendering pipeline can realistically represent various materials is that it uses a more complex material model. Before the appearance of the PBR rendering pipeline, the material model we usually used consists of three parts: ambient light (Ambient), diffuse reflection (Diffuse) and specular reflection (Specular). We use the Lambert model to simulate diffuse

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Today I will introduce to you a technical paper on Physically Based Rendering. This paper is a report on PBR technology shared by Disney at the 2012 Siggraph graphics conference. PBR is a relatively advanced rendering pipeline in the field of recent game rendering. Compared with the traditional rendering pipeline based on Lambert and Phong models, PBR adopts

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Demand The Unity engine’s handling of tree shadows on Terrain is slightly simpler, which often fails to meet project requirements. When dynamic objects sample Light Probes, Lightmaps are not baked for the tree by default. But we know that even the light probe proxy volume of such large dynamic objects (not supported, it is also stuck if

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In the previous article “C# Code Optimization: Saving Your CPU Time”, we briefly explained the knowledge points related to CPU time in C# code detection from the perspective of “time” on the basis of the UWA static resource detection tool. This article will start from the perspective of “space” and continue to sort out the

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In December last year, UWA DAY 2021 just ended. Only after 5 months has UWA DAY 2022 entered the preparatory stage again. After “Driving Game Development into the Era of Industrialization”, this year’s UWA DAY will be “Practicing the Industrialization of game R&D”. With the theme of “industrialization”, it seems that UWA is determined to

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