Finding next gen: CryEngine 2

Martin Mittring
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引用次数: 284

Abstract

In this chapter we do not present one specific algorithm; instead we try to describe the approaches the German company named Crytek took to find certain rendering algorithms that work well together. We believe this information is valuable for anyone that wants to implement similar rendering algorithms because often the implementation challenges arise when combining with other algorithms. We will also describe briefly the path to it as that covers alternative approaches you also might want to consider. This is not a complete description of everything that was done on the rendering side because for this chapter we picked certain areas that are of interest specifically for this audience and limited ourselves to a presentable extend. The work presented here takes significant advantage of research done by the graphics community in recent years and combines it with novel ideas developed within Crytek to realize implementations that efficiently map onto graphics hardware.
寻找下一代:CryEngine 2
在本章中,我们不提出一个具体的算法;相反,我们试图描述德国公司Crytek找到某些渲染算法的方法,这些算法可以很好地协同工作。我们相信这些信息对于任何想要实现类似渲染算法的人都是有价值的,因为在与其他算法结合时,通常会出现实现挑战。我们还将简要描述实现它的路径,因为它涵盖了您也可能想要考虑的其他方法。这并不是对渲染方面所做的一切的完整描述,因为在本章中,我们选择了一些观众特别感兴趣的领域,并将我们自己限制在一个像样的扩展。本文介绍的工作充分利用了近年来图形社区所做的研究,并将其与Crytek内部开发的新思想相结合,以实现有效映射到图形硬件的实现。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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