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Sand Rendering in Journey Sand Rendering in Journey

Sand Rendering in Journey - PowerPoint Presentation

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Uploaded On 2015-09-27

Sand Rendering in Journey - PPT Presentation

John Edwards thatgamecompany Shipping Sharp mips Anisotropic masking Glitter specular Ocean specular Diffuse contrast Detail heightmaps Shipping Sharp mips Anisotropic mask ID: 142383

specular theta dot glitter theta specular glitter dot saturate sigma2 cos norm aniso diffuse mips sharp ocean detail heightmaps half3 ldotn light

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Slide1

Sand Rendering in Journey

John Edwards

thatgamecompanySlide2
Slide3
Slide4
Slide5
Slide6
Slide7
Slide8
Slide9
Slide10
Slide11
Slide12
Slide13

ShippingSlide14

- Sharp

mipsSlide15

Anisotropic maskingSlide16

Glitter

specularSlide17

Ocean

specularSlide18

Diffuse contrastSlide19

Detail

heightmapsSlide20

ShippingSlide21

- Sharp

mipsSlide22

- Anisotropic maskSlide23

- Glitter

specularSlide24

- Ocean

specularSlide25

- Diffuse contrastSlide26

- Detail

heightmapsSlide27
Slide28
Slide29
Slide30
Slide31

Sharp

mips

onSlide32

Sharp

mips

offSlide33
Slide34
Slide35
Slide36
Slide37
Slide38
Slide39
Slide40
Slide41
Slide42
Slide43

Glitter onSlide44

Glitter offSlide45

Glitter onSlide46

Glitter offSlide47

Specular

glitterSlide48
Slide49
Slide50
Slide51
Slide52

Aniso

failure mask offSlide53
Slide54

Aniso

offSlide55

Aniso

16Slide56

Aniso

offSlide57
Slide58
Slide59
Slide60

Specular

onSlide61

Specular

offSlide62
Slide63

“ocean of sand”: 41,700

“ocean of lard”: 111,000Slide64

Shipping diffuseSlide65

Lambert diffuseSlide66
Slide67
Slide68

half

OrenNayarDiffuse

( half3 light, half3 view, half3 norm, half roughness )

{

half

VdotN

= dot( view, norm );

half

LdotN

= dot( light, norm );

half

cos_theta_i

=

LdotN

;

half

theta_r

=

acos

(

VdotN

);

half

theta_i

=

acos

(

cos_theta_i

);

half

cos_phi_diff

= dot( normalize( view - norm *

VdotN

),

normalize( light - norm *

LdotN

) );

half alpha = max(

theta_i

,

theta_r

) ;

half beta = min(

theta_i

,

theta_r

) ;

half sigma2 = roughness * roughness;

half A = 1.0 - 0.5 * sigma2 / (sigma2 + 0.33);

half B = 0.45 * sigma2 / (sigma2 + 0.09);

return saturate(

cos_theta_i

) *

(A + (B * saturate(

cos_phi_diff

) * sin(alpha) * tan(beta)));

}Slide69

void

reverse(

char

* s,

int

l) {

do

{

random_shuffle

(s, s + l);

}

while

(!verify(s));

}Slide70

saturate( dot( N, L ) );Slide71

saturate( 4 * dot( N, L ) );Slide72

saturate( 4 * dot( N, L ) );

N.y

*= 0.3;Slide73

Detail

heightmaps

onSlide74

Detail

heightmaps

offSlide75
Slide76
Slide77

Special thanks to:

SPU programmer extraordinaire: Martin Middleton

Art Director, Chief shadow requester: Matt Nava

Mathematicians – email john@thatgamecompany.comSlide78

jobs@thatgamecompany.com