PPT-Advanced Rendering

Author : liane-varnes | Published Date : 2016-07-18

Materials PostEffects and Scen e Composition GDC 2015 1 New Features New Material System Allowing multilayered PBR materials PostProcessing Effects Along a simple

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Advanced Rendering: Transcript


Materials PostEffects and Scen e Composition GDC 2015 1 New Features New Material System Allowing multilayered PBR materials PostProcessing Effects Along a simple and powerful ImageEffect. GPU-Based Geometry Clipmaps. Arul Prakash Hugues Hoppe. University of Utah Microsoft Research. Terrain Rendering Challenges. Regular grid (image) of height values. Concise storage .  No paging hiccups. with mantle. Johan Andersson – Electronic Arts. DX11. Mantle. Avg: 78 fps. Min: 42 fps. Core i7-3970x, AMD Radeon R9 290x, 1080p ULTRA. Avg: 120 fps. Min: 94 fps. +58%!. Bf4 mantle goals. Goals:. Significantly . 3D Exterior Rendering. Architectural Rendering India. Architectural 3D Exterior Services. Architectural 3D Rendering. Our Specialization in. www.3dexteriorrendering.co.in. 3D Exterior Rendering. Ulrich Haar, Lead Programmer 3D, . Ubisoft. Montreal. Sebastian Aaltonen, Senior Lead Programmer, . RedLynx. a . Ubisoft. Studio. SIGGRAPH . 2015: . Advances. . in Real-Time . Rendering. . in . Games. Fog. Final Demo. CSS 522 Topics in Rendering. March . 14,2011. Scott and Lew. Background of Fog. Challenges Rendering it. Our Implementation . Results . Limitations and Future Work. Overview:. Visible clouds and fog are created by millions and millions of water droplets refracting and reflecting light. CSE 190 [Spring 2015]. , Lecture . 11. Ravi Ramamoorthi. http://. www.cs.ucsd.edu. /~. ravir. To Do . Assignment 2 due May 15. Should already be well on way. . Contact us for difficulties. . etc. .. Corrinne Yu. Halo team Principal engine programmer. Corrinne.Yu@microsoft.com. Zen of multi core rendering. Take away. Compilation and survey of effective rendering techniques for current generation multi core console hardware . CSE . 274 [. Fall. . 2015]. , Lecture 2. Graphics Hardware Pipeline. , . Reflection and Rendering Equations, Taxonomy of Methods. http://. www.cs.ucsd.edu. /~. ravir. Outline of Lecture. Basics . of hardware pipeline. 2 Fases. Data van CPU overbrengen naar GPU. Mesh data, Render State, Blend State.... GPU rendert scene. Programeerbare shaders verwerken input. Scene wordt naar de Frame Buffer geschreven. Rendering. . Sub-Surface Scattering. CSE 781. Prof. Roger Crawfis. Subsurface . Scattering: Translucency. Light . enters and leaves at . different. locations on the surface. bounces around . (scatters) inside. GPU-Based Geometry Clipmaps. Arul Prakash Hugues Hoppe. University of Utah Microsoft Research. Terrain Rendering Challenges. Regular grid (image) of height values. Concise storage .  No paging hiccups. Shiben. . Bhattacharjee. 200607022. shiben@research.iiit.ac.in. Advisor: . Prof. P. J. Narayanan. Why render terrains?. Terrains are a basic need in most graphics application. Geographical information systems. Adapted from the FAD PReP/NAHEMS . Guidelines: Disposal (2012). Composting . USDA APHIS and CFSPH. FAD PReP/NAHEMS Guidelines: Disposal - Composting, Rendering, and Burial . Aerobic decomposition method. Real World Evidence from the OHDSI Network. Matthew Spotnitz, M.D., M.P.H., Edward Burn, D. Phil., Thomas W. Hamilton, M.D., D. Phil., Jeffrey A. Geller, M.D., Karthik Natarajan Ph.D.. 3D Ankle Fracture.

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