《最后生还者》的GPU驱动效果:第二部分

Artem Kovalovs
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引用次数: 0

摘要

之前的Naughty Dog游戏使用了标准的效果制作,即手动将粒子发射器放置在环境中或连接到角色关节上。除此之外,还为角色分配了渲染目标,以便能够将血液,潮湿和其他效果作为角色渲染的一部分,但其中的任何粒子渲染都是预先确定的。《最后生还者:第二部分》更详细地介绍了特效与世界其他部分之间的互动。此外,这些效果是GPU驱动的,使它们更高效,并允许更大的粒子数。这种效果不需要美工手工放置,可以利用世界信息进行刷出,并且可以有效地附着和模拟几何体,在动画几何体上遵循重力和表面属性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
GPU Driven Effects of The Last of Us: Part Two
Previous Naughty Dog titles have used standard effect authoring, where particle emitters were manually placed on the environment or attached to character joints. In addition to this there were render targets assigned to characters for the ability to apply blood, wetness, and other effects as part of the character rendering, but any particle rendering within them would be predetermined. The Last of Us: Part Two introduced more detailed interactions between effects and the rest of the world. In addition, the effects were GPU driven, making them more efficient and allowing for bigger particle numbers. The effects required much less manual placement from the artists and utilized world information for spawning, and could attach to and simulate on geometry efficiently, following gravity and surface properties on animating geometry.
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