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SephireX

Member Since 11 Mar 2013
Offline Last Active Aug 24 2015 07:01 AM

Posts I've Made

In Topic: How Does Unreal Engine 4's Rendering Engine Stand Out

10 July 2015 - 02:47 AM

@KryptOn

I agree that mostly every graphics technique used in modern AAA game engines has been discovered by researchers and is present in published academic papers. However, when implementing something like physically based shading, the equations and algorithms can be got for papers but there are a lot of choices to be made on how to actually implement it. This is where the engineering comes in. Its not just about implementing one feature efficiently but also integrating numerous features efficiently. When you look at what a rendering engine does, there are a lot of things that can go wrong. It is responsible for handling rigid and skeletal meshes, materials, skinning for skeletal animations, deferred and forward lighting, shadow mapping, ambient occlusion, frustum culling, occlusion culling, screen space particles, multi-threading, instancing, transparency, translucency and many different post processing effects such as blur. These elements can be implemented one by one but implementing them optimally takes a huge amount of time. Time does seem to be the issue here and this is only the graphics engine. For that reason, I will probably use UE4 and modify it if necessary. 


In Topic: How Does Unreal Engine 4's Rendering Engine Stand Out

09 July 2015 - 11:14 AM

Thanks for the replies. I know it would take a long time to make a rendering engine like UE4's but then again, it is a general purpose engine and if I was to make a proper rendering engine, I would tailor it towards the type of game I would like to make. Though seeing as the source is available for UE4, there really isn't much of a reason not to use it for the purpose of game development. I just wish Epic would release more detailed documentation on the rendering engine.


In Topic: Using Leaked Code Derived From An Open Source Project

09 August 2014 - 12:52 PM

Thanks a lot for the response. Really appreciate it. It seems then that there really is no disadvantage to using code released under the Boost License because if you edit it, you can include your own copyright for the additions. Does it have to be specified in the copyright on top of the file what lines of code have been modified or added?


In Topic: DirectX 11 Rigging in Shader

31 March 2013 - 12:35 PM

Thanks for your reply. A structured buffer is what I need to use and I have created one but I'm not sure how to bind one to the pipeline. Should I use Unordered_Access_View or ShaderResourceView?


In Topic: DirectX 11 Rigging in Shader

12 March 2013 - 09:25 AM

I calculate the quaternions of the bones on the cpu. I want to pass a list of them as a resource to the shader and a list of the weights (as they are in the bind pose position). The weights would then be put in to model space in the shader and then used to calculate the vertex position and normal in model space. Then the vertex position and normal are multiplied by the model's world matrix, view matrix and projection matrix. How do you pass the weights to the shader? I could have a fixed size array of weights in a cbuffer in the .fx file. Though this might be inefficient if the number of weight varies a lot between models.


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