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Anti-Tilled technique by Stochastic

Solution researcher : JP Explore ways to reduce the appearance of far-ground floor texture repetitions as clearly as possible.Technology that… 더 보기 »Anti-Tilled technique by Stochastic

ACES MATCHING SHADER FOR SUBSTANCE DESIGNER

IDT ODT Simulated ACES UE4 log Tone-Mapped SD的旧版本不具有ACES色彩配置文件功能,因此我自己制作。 之后,我们与总部开发团队进行了沟通,并将OpenColor IO正式添加到SD,并将ACES Tonemapping添加到Render节点。

Tile Based Deferred Rendering

Immediate ModeRendering (IMR)

把三角形Rasterizing,以像素(pixel)为单位进行Shading的传统方式。三角形通过流水线及时移动。耗电以及浪费memory bandwidth(Early Visibility Test功能:为了使用这个功能,三角形要以序列的方式进入。因此,应在应用部分将三角形进行分类(sorting)。

X2M mobile mmo rpg

整个世界的空间为32 Km X 32 Km
真实地形世界空间为16Km x 16Km

运行时包括Light Probe SH数据流时完全流式处理(内部开发)。

远近阴影处理。
-VariableShadow,Distance ShadowMap(将视差阴影缓存视为纹理数组)
-阴影卷代理网格系统。

PBR GUIDE PART 2

Written by JP.Lee心动的 Technical Art team leader.leegoonz@163.comWritten by Wes McDormott and contributed by JP.Lee from Allegorithmic at 2016 in years.… 더 보기 »PBR GUIDE PART 2