Advancebo
October 3rd, 2009, 02:03 AM
http://www.bungie.net/images/Inside/publications/siggraph/Bungie/SIGGRAPH09_LightingResearch.pptx
Lighting Research at Bungie
Author: Hao Chen, Natalya Tatarchuk
Straight out of Siggraph '09, Hao Chen and Natalya Tartartuk talk shop on lighting research at Bungie. Their presentation focuses on high-quality real time lighting with advanced atmospheric rendering and continuous time of day, as well as efficient prefilterable soft shadows. It also takes a look at fast methods for generation of pre-computed global illumination using modern GPUs.
Bungie Update Post:
float ComputeESM( float2 vShadowMapUVs, float fReceiverDepth,
float fCascadeIndex )
{
// Filtered look up using mip mapping
float fOccluderExponential = tCascadeShadowMaps.Sample(
sShadowLinearClamp,
float3(vShadowMapUVs,fCascadeIndex)).r;
float fReceiverExponential = exp( -fESMExponentialMultiplier *
fReceiverDepth );
float fESMShadowTest = fOccluderExponential * fReceiverExponential;
return saturate(fESMShadowTest);
}
Make any sense to you? Yeah, me neither. Mip Mapping, yo. Mip mapping.
The latest deck to hit our Bungie Publications page is up and ready for public consumption. If you’re way smarter than I am and so totally into graphics engineering, you’re probably gonna absolutely go nuts for this stuff. Otherwise, maybe you should just scan it for the purty pitchurs like I did.
The presentation was put on public display at this year’s Siggraph – an organization set up to create and discuss computer graphics and interactive techniques – and it focuses on the latest directions in lighting research at Bungie. Stuff like high-quality real time lighting with advanced atmospheric rendering and continuous time of day, as well as efficient prefilterable soft shadows. It also explores fast methods for generation of pre-computed global illumination using modern GPUs.
I plagiarized most of the preceding paragraph from the authors' description of the presentation in a sad attempt to make myself seem more smarter. If you want to shed some light on some of the research our graphics engineers are uncovering (see what I did there?), click on the link below and get your learn on.
Lighting Research at Bungie
Author: Hao Chen, Natalya Tatarchuk
Straight out of Siggraph '09, Hao Chen and Natalya Tartartuk talk shop on lighting research at Bungie. Their presentation focuses on high-quality real time lighting with advanced atmospheric rendering and continuous time of day, as well as efficient prefilterable soft shadows. It also takes a look at fast methods for generation of pre-computed global illumination using modern GPUs.
Bungie Update Post:
float ComputeESM( float2 vShadowMapUVs, float fReceiverDepth,
float fCascadeIndex )
{
// Filtered look up using mip mapping
float fOccluderExponential = tCascadeShadowMaps.Sample(
sShadowLinearClamp,
float3(vShadowMapUVs,fCascadeIndex)).r;
float fReceiverExponential = exp( -fESMExponentialMultiplier *
fReceiverDepth );
float fESMShadowTest = fOccluderExponential * fReceiverExponential;
return saturate(fESMShadowTest);
}
Make any sense to you? Yeah, me neither. Mip Mapping, yo. Mip mapping.
The latest deck to hit our Bungie Publications page is up and ready for public consumption. If you’re way smarter than I am and so totally into graphics engineering, you’re probably gonna absolutely go nuts for this stuff. Otherwise, maybe you should just scan it for the purty pitchurs like I did.
The presentation was put on public display at this year’s Siggraph – an organization set up to create and discuss computer graphics and interactive techniques – and it focuses on the latest directions in lighting research at Bungie. Stuff like high-quality real time lighting with advanced atmospheric rendering and continuous time of day, as well as efficient prefilterable soft shadows. It also explores fast methods for generation of pre-computed global illumination using modern GPUs.
I plagiarized most of the preceding paragraph from the authors' description of the presentation in a sad attempt to make myself seem more smarter. If you want to shed some light on some of the research our graphics engineers are uncovering (see what I did there?), click on the link below and get your learn on.