第六节:游戏中大气和云的渲染
地形概述
Environment Components in Games
Terrain Rendering
地形的几何
Heightfield 高度图,地形渲染的主力
使用 Mesh Grid 生成网格
Triangle-Based Subdivision 三角形抛分算法
T-Junction

summary
QuadTree-Based Subdivision 基于四叉树的地形表达

Solving T-Junctions among Quad Grids

Triangulated Irregular Network (TIN)
GPU-Based Tessellation


Real-Time Deformable Terrain
Non-Heightfield Terrain
Volumetric Representation
Marching Cube

Transition Cell Lookup Table

Terrain Materials

Simple Texture Splatting

Advanced Texture Splatting

Sampling from Material Texture Array

Parallax and Displacement Mapping

Expensive Material Blending
Virtual Texture

VT Implementation, DirectStorage & DMA
Floating-point Precision Error
植被道路贴花
Tree Rendering

Decorator Rendering

Road and Decals Rendering

Procedure Terrain Creation
Atmosphere 大气散射
Analytic Atmosphere Appearance Modeling

Participating Media

How Light Interacts with Participating Media

Volume Rendering Equation

Real Physics in Atmosphere
Scattering Types
Rayleigh Scattering 瑞丽散射
Mie scattering 米式散射

Variant Air Molecules Absorption
Single Scattering vs Multi Scattering

Ray Marching

Precomputed Atmospheric Scattering


Challenges of Precomputed Atmospheric Scattering
Production Friendly Quick Sky and Atmosphere Rendering
云的渲染
Cloud Type

Present Cloud
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