POPPUR爱换

标题: GDC 2011:在 Unreal 引擎上执行 DX11 技术 [打印本页]

作者: Edison    时间: 2011-2-10 14:32
标题: GDC 2011:在 Unreal 引擎上执行 DX11 技术
http://schedule.gdconf.com/session/12449

Speaker/s: Bryan Dudash (NVIDIA) and Martin Mittring (Epic Games)

Day / Time / Location: Thursday 3:00- 4:00 Room 110, North Hall

Track / Format: Programming / Sponsored Session

Description: This talk will focus on next generation graphics effects developed for Epic's GDC 2011 Samaritan demo. Epic engineers, in collaboration with NVIDIA, extended the engine to support Direct3D 11 and add displacement mapping. This talk will explain the bumps encountered and overcome along the way, along with extensive details on how displacement mapping was exploited in the demo. The talk will also explain in detail the many other new graphical features highlighted in the demo: screen space surface scattering for skin rendering, deferred rendering with MSAA, short hair rendering, blurry reflections based on ray-casting an approximate scene, and high quality depth of field featuring custom bokeh.

Takeaway: 1

Eligible Passes:  Main Conference Pass, Summits and Tutorials Pass, All Access Pass, Audio Pass

Bryan Dudash (NVIDIA)
DevTech Engineer
NVIDIA
Bryan is a member of NVIDIA's Developer Technology group based in Seattle, WA. He spends his time assisting game developers both in the United States and Japan to get the most out of their graphics. He is fluent in English and Japanese.

Martin Mittring (Epic Games)
Software Engineer
Epic Games

Martin Mittring, a software engineer and member of the engine team at Epic Games, used text-based computers for his early experiments, which led to a passion for computer technology and graphics in particular. He studied computer science and became part of the engine team in the German game company discreet monsters. After that he joined the German game development company Crytek. During the development of Far Cry, he improved Crytek's Polybump tools and became lead network programmer for that game, and eventually his passion for graphics led him back to his earlier work. He became lead graphics programmer and worked on the next iteration of the engine and gathered experience on next-generation console technologies. To join Epic Games and become senior graphic engineer he left his home country and moved to North Carolina, still pushing pixels to their limits.


作者: 380    时间: 2011-2-10 16:04
提示: 作者被禁止或删除 内容自动屏蔽
作者: cloudol    时间: 2011-2-10 16:05
gdc一般出风头的还是dice和crytek
作者: xxxyyy    时间: 2011-2-10 16:39
提示: 作者被禁止或删除 内容自动屏蔽
作者: mooncocoon    时间: 2011-2-10 17:26
这才是认清形势嘛
既然我无力一次性改变一个行业,那我就在其中寻找有利于自己的方向慢慢来吧~
作者: SnakeLee    时间: 2011-2-10 17:55
NV和EPIC还真是好搭档


作者: hyj201    时间: 2011-2-10 18:06
现在做引擎最成功的还是Unreal3  引擎  各种平台各种游戏都用,赚翻了
跟该引擎效率高,容易开发密切相关
作者: jiaolu    时间: 2011-2-10 18:42
从引擎的架构来说。。dice和id tech 5 才是最先进的。每个具体的处理单元被划分成job。可以充分的利用多核cpu。无论是360还是ps3 上都是性能一流。。.可惜现在都不卖了。。
排在第二梯队的是crytek上。。现在看来多核优化的也一般.
最差的就是unreal 3。本质上就是两个处理线程。。渲染线程和主逻辑线程。不知道现在对ps3优化的怎么样了。。原来是屎一样的存在。
作者: xreal    时间: 2011-2-10 23:05

ue3修修补补好多年了,什么时候上ue4?
作者: SnakeLee    时间: 2011-2-10 23:58
这回该叫啥了呢,虚幻3.99么


作者: FontainebleauV    时间: 2011-2-11 00:11
提示: 作者被禁止或删除 内容自动屏蔽
作者: jiaolu    时间: 2011-2-11 11:36
仔细看了一下。这些特效都跟gears of war 3 无关啊。epic没有pc上的商业大作还是不行啊。rage, battlefileld 3 和cryegine 3 今年都是pc平台的大作。
作者: 66666    时间: 2011-2-11 11:43
jiaolu 发表于 2011-2-10 18:42
从引擎的架构来说。。dice和id tech 5 才是最先进的。每个具体的处理单元被划分成job。可以充分的利用多核c ...

unreal 3引擎出的时候民用PC上连双核处理器都没有
作者: jiaolu    时间: 2011-2-12 01:01
2005年出的xbox 360已经是3核了。unreal 3 第一款游戏 gears of war 2006年推出的。就是完全针对360开发的。
2006年的时候双核已经相当普及了。




欢迎光临 POPPUR爱换 (https://we.poppur.com/) Powered by Discuz! X3.4