• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
sienaiwun

depth layer number

3 posts in this topic


In other words, during rendering, many fragments happens in one pixel, ...

In principle: Each render (geometry/depth) pass writes its color into a texture, and a final pass blends the textures into the final image. Because each rendering targets a specific texture and is to be set-up accordingly, the correspondences are a-priorily known, and the texture will receive color for a specific depth layer only.

 


... but one remains to be the final color due to depth test.

If just one color would remain due to depth test in the end, then depth peeling would not be needed at all.

 


obvioursly, render times and times again to get a more "deeper" image and finaly see if there are any shading pixel is one way.

The very first render pass finds all the geometry that is at most in front. It is comparable to a standard rendering pass, because the fragments with the nearest depth win. The second render pass finds all geometry that is behind geometry found by the first pass. And so on. As soon as a pass has not found geometry, any following pass will also find nothing. So we have a progressive refinement with each pass, and already the first pass gives you results. It usually makes no sense to look for very deep layers. Dependent on the use case, it may already be enough to make 3 or 4 passes.

 

BTW: If your question is based on a specific implementation detail, then please tell us about.

0

Share this post


Link to post
Share on other sites


I don't konw this meaning.

It means that although a scene may have 20 depth layers, it is seldom meaningful to actually render them all. E.g. if each layer has a transparency of 75%, then the 10-th layer has an effect of 5.6% only, and the 20-th layer has an effect of 0.3%. However, if you want to render a deep image (i.e. without especially considering transparency), then ignore this argument.

 


My question is that, I want a number of depth images to represents a scene. However, I don't know how much the layer number is.  ...

The perhaps fastest approach would be to render the geometry without writing color or depth. Then in the fragment shader increment a counter for each fragment for which the shader is invoked (gl_FragCoord.xy). The stencil buffer can probably be used for this, or perhaps an offscreen integer render target (details need to be investigated). Doing so requires a single pass.

 

The above approach can be extended if only transparent layers in front of opaque geometry should be counted. Then render the opaque geometry as usual, and perform the above counting with the depth buffer left from opaque geometry.

1

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0