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