Chapter . Introduction

Jason Mitchell, Valve

In this edition of the Game Programming Gems series, we explore a wide range of important real-time graphics topics, from lynchpin systems such as font rendering to cutting-edge hardware architectures, such as Larrabee, PlayStation 3, and the DirectX 11 compute shader. Developers in the trenches at top industry studios such as Blizzard, id, Bizarre Creations, Nexon, and Intel’s Advanced Visual Computing group share their insights on optimally exploiting graphics hardware to create high-quality visuals for games.

To kick off this section, Aurelio Reis of id Software compares several methods for accelerating font rendering by exploiting GPU instancing, settling on a constant-buffer-based method that achieves the best performance.

We then move on to two chapters discussing the popular image-space techniques of Screen Space Ambient Occlusion (SSAO) and deferred shading. Dominic Filion of Blizzard Entertainment discusses the SSAO algorithms used in StarCraft II, including novel controls that allowed Blizzard’s artists to tune the look of the effect to suit their vision. Hyunwoo Ki of Nexon then describes a multi-resolution acceleration method for deferred shading that computes low-frequency lighting information at a lower spatial frequency and uses a novel method for handling high-frequency edge cases.

For the remainder of the section, we concentrate on techniques that take advantage of the very latest graphics hardware, from DirectX 11’s tessellator and compute shader to Larrabee and the PlayStation 3. Rahul Sathe of Intel presents a method for culling of Bezier patches in the context of the new DirectX 11 pipeline. Jason Zink then describes the new DirectX 11 compute shader architecture, using Screen Space Ambient Occlusion as a case study to illustrate the novel aspects of this new hardware architecture. In a pair of articles from Intel, Nico Galoppo and Allen Hux describe a method for integrating anti-aliasing into the irregular shadow mapping algorithm as well as a software task system that allows highly programmable systems such as Larrabee to achieve maximum throughput on this type of technique. We conclude the section with Steven Tovey’s look at the SPU units on the PlayStation 3 and techniques for achieving maximum performance in the vehicle damage and light pre-pass rendering systems in the racing game Blur from Bizarre Creations.

..................Content has been hidden....................

You can't read the all page of ebook, please click here login for view all page.
Reset