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GPU Gems 3 Chapter 13. Volumetric Light Scattering as a Post-Process

GPU Gems 3 Chapter 13. Volumetric Light Scattering as a Post-Process. http://www.kindnap.pe.kr http://cafe.naver.com/shader. introduction. 간단한 후처리 방법으로 대기중의 그림자에 반응하는 volumetric light scattering 효과를 구현해본다 . Figure 13-1 Volumetric Light Scattering on a Highly Animated Scene in Real Time.

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GPU Gems 3 Chapter 13. Volumetric Light Scattering as a Post-Process

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  1. GPU Gems 3Chapter 13. Volumetric Light Scattering as a Post-Process http://www.kindnap.pe.kr http://cafe.naver.com/shader

  2. introduction • 간단한 후처리 방법으로 대기중의 그림자에 반응하는 volumetric light scattering 효과를 구현해본다. Figure 13-1 Volumetric Light Scattering on a Highly Animated Scene in Real Time

  3. introduction • 대기중의 차폐물에 반응하여 산란하는 효과를 보이는 빛을 만드는 것이 목표 • 정밀한 산란공식을 적용하기 보단, 단순화된 공식을 적용 근사한 효과를 얻어냄

  4. Shader Code Example 13-1. Post-Process Shader Implementation of Additive Sampling    float4 main(float2 texCoord : TEXCOORD0) : COLOR0    {      // Calculate vector from pixel to light source in screen space.       half2 deltaTexCoord = (texCoord - ScreenLightPos.xy);      // Divide by number of samples and scale by control factor.    deltaTexCoord *= 1.0f / NUM_SAMPLES * Density;      // Store initial sample.       half3 color = tex2D(frameSampler, texCoord);      // Set up illumination decay factor.       half illuminationDecay = 1.0f;      // Evaluate summation from Equation 3 NUM_SAMPLES iterations.       for (inti = 0; i < NUM_SAMPLES; i++)      {        // Step sample location along ray.    texCoord -= deltaTexCoord;        // Retrieve sample at new location.       half3 sample = tex2D(frameSampler, texCoord);        // Apply sample attenuation scale/decay factors.        sample *= illuminationDecay * Weight;        // Accumulate combined color.        color += sample;        // Update exponential decay factor.    illuminationDecay *= Decay;      }      // Output final color with a further scale control factor.      return float4( color * Exposure, 1);    }  

  5. Implementation • 화면을 구성합니다.

  6. Implementation • 새로운 RT를 생성하여 태양을 그림 • 스텐실을 사용하여 보이는 부분만을 걸려냄 • 다운 사이즈 (Next Pass)

  7. Implementation • Shader적용

  8. Implementation • 화면과 결과물의 조합 - 동영상 -

  9. Other Solution • 언리얼

  10. Other Solution • Crysis

  11. Other Solution • unigine

  12. Screen Space Sun Shafts in Crysis • S6172i1.pdf 문서 참조

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