Appendix . Color Plate

Color Plate

Color Plate 1: Final results of the SSAO technique presented in Gem 1.2. The top-left pane shows lighting without the ambient occlusion, while the top-right pane shows lighting with the SSAO component mixed in. The final colored result is shown in the bottom image. Here the SSAO samples are very wide, bathing the background area with an effect that would otherwise only be obtained with a thorough global illumination algorithm. The SSAO term adds depth to the scene and helps anchor the characters within the environment.

Color Plate

Color Plate 2: Comparison of large- versus small-area SSAO samples from Gem 1.2. The images show the contrast between the large-area, low-contrast SSAO sampling component on the bar surface and background in the image on the left and the tighter, higher-contrast SSAO samples apparent within the helmet and nooks and crannies found on the character’s space suit in the middle image. Final output is on the right.

Color Plate

Color Plate 3: Output of rendering stages and final image from the deferred rendering technique described in Gem 1.3. Position and material ID (top left), normal and depth G-buffers (bottom left), and a resultant image (right).

Color Plate

Color Plate 4: The deferred shading technique presented in Gem 1.2 has three steps: geometry pass, multi-resolution rendering pass, and composite pass.

Color Plate

Color Plate 5: A screenshot of Blur. The SPUs are used to compute position and normal offsets to deform the car as it takes damage. More details are in Gem 1.8.

Color Plate

Color Plate 6: A screenshot of Blur, showing a final result of the SPU-based lighting system presented in Gem 1.8.

Color Plate

Color Plate 7: Test face models while performing basic expressions from the anatomical human face model presented in Gem 2.1. From left to right: neutral, joy, sadness, surprise, disgust, and fear.

Color Plate

Color Plate 8: Segmentation results and piecewise convex approximations of different 3D meshes presented in Gem 2.8. (T number of triangles of the original mesh, D length of the diagonal of its bounding box, α = 0.03 × D and the K number of the ACD clusters.)

Color Plate

Color Plates 9 and 10: From Gem 3.4, examples of characters in World of Zoo’s (WOZ’s) environment. Characters move through the environment in a spatially appropriate and consistent manner when using the technique presented in this gem.

Color Plate

Color Plate 11: Example output from Gem 4.8 demonstrating an approach to testing code coverage. © Courtesy of Crytek GmbH and Electronic Arts, Inc.

Color Plate

Color Plate 12: Destructible wall section being placed into Batman in Unreal Editor from Gem 7.2.

Color Plate

Color Plates 13 and 14: Destruction showing sphere representation of rigid bodies and rendered geometry from Gem 7.2.

Color Plate

Color Plate 15: Batman: Arkham Asylum with interactive PhysX SPH ground smoke, as described in Gem 7.3.

Color Plate

Color Plate 16: A close-up of screen-space fluid rendering with depth smoothing via Gaussian blur (left) and curvature flow (right) from Gem 7.3. The rendering on the right also uses surface Perlin noise to add visual detail.

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