www.zhihu.com/question/49…
The core function
- The hierarchy of the scene
- Traversal of the scene
- To eliminate
- animation
- The mouse to pick up
- Material system
- Implementation of rendering structure
- Light and shadow
- The camera
The scene management
- Data structure (BSP, OCTree) can accelerate the scene traversal, view cone elimination, occlusion elimination, LOD, material sorting and so on, which can effectively improve the engine rendering efficiency
- Lighting, shading, and Rendering architectures are also core features of the Rendering engine. Deferred Rendering is a popular Rendering architecture in recent years. Based on this, Tile Based Deferred Shading and Clustered Shading are derived, and Forward+ can be considered for Forward rendering
- Shadow is also a very important function. The main problems are Shadow quality, soft Shadow simulation, multi-shadow management and Shadow performance. Some important achievements include PSSM, SDSM (aimed at improving Shadow quality), and Variance Shadow Map (aimed at simulating soft Shadow).
Important material
- Rendering of translucent objects (depth Peeling, alpha to Coverage, per Pixel Linked List)
- An applied-water indicator (Jerry Tessendorf; Real-time water rendering: Introducing the projected Grid Concept)
- GPU Gems3, Advanced Techniques for Realistic Real-time Skin Rendering
- GPU Gems2, Hair Animation and Rendering in the Nalu Demo; An Energy-Conserving Hair Reflectance Model)
- GPU Gems3, Vegetation Procedural Animation and Shading in Crysis
- Precomputed Atmospheric Scattering; GPU Gems 2, Accurate Atmospheric Scattering)
- The Real-Time Volumetric Cloudscapes of Horizon: Zero Dawn
- (Cloth Rendering)
- 3. Translucent surface Rendering always Surfaces.
- Hair Rendering
- Car Paint Rendering
- Wet Surface Rendering
- Thin Surface Rendering
- Volumetric Rendering
post-processing
- SSAO (HBAO, Alchemy AO, Scalable AO, SSDO)
- DOF
- HDR the Bungie Way, Uncharted2 HDR Lighting
- Volumetric Light (GPU Pro 5, Volumetric Light Effects in Killzone Shadow Fall; Frostbite PB and Unified Volumetrics)
- Motion Blur (Next Generation Post Processing in Call of Duty Advanced Warfare)
- FXAA, Temporal AA