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КАК УСТРОЕНА 3D ГРАФИКА В ИГРАХ - Тени Освещение Отражения Сглаживание Ray-Tracing

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Как работает 3D графика в компьютерных играх и какие технологии применяются при растеризации. Попросту Как устроены игры. 00:00 Свет = Изображение. Мы разберем технологии: 3:02 ТЕНИ - Direct light, Shadow map, Stencil shadows, Shadow bias, PCF - Percentage Closer Filtering, Cascaded Shadows, Capsule shadows, PCSS - Percentage-Closer Soft Shadows, HFTS - Hybrid Frustum Traced Shadows. 8:29 ОСВЕЩЕНИЕ - Indirect light, Global Illumination, Ambient Occlusion, light map, PMREM, IBL, Enlighten, VCT - Voxel Cone Tracing, VXGI - Voxel Global Illumination, SVOGI - Voxel Based Global Illumination, AHR - Approximate Hybrid Raytracing, LPV - Light Propagation Volumes. 11:31 Ambient Occlusion: SSAO - Screen Space Ambient Occlusion, SSDO - Screen Space Directional Occlusion, RTAO - Ray Traced Ambient Occlusion, HDAO - High Definition Ambient Occlusion, HBAO - Horizon Based Ambient Occlusion , AAO - Alchemy Ambient Occlusion, ABAO - Angle Based Ambient Occlusion, PBAO - Pre Baked Ambient Occlusion, VXAO - Voxel Accelera

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