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- 2. The history: Crytek GmbH Current graphics technologies Stereoscopic rendering Current graphics challenges Graphics of the future
- 3. March 2001 till March 2004 Development of Far Cry Development of CryEngine 1 Approach: A naïve,
- 4. Polybump (2001) NormalMap extraction from High-Res Geometry First „Per Pixel Shading“ & HDR Engine For Lights,
- 5. CryENGINE 2
- 6. April 2004 till November 2007 Development of Crysis Development of CryEngine 2 Approach: Photorealism meets interactivity!
- 7. CryEngine 2 - Way to Photorealism
- 8. CGI Quality Lighting & Shading Life-like characters Scaleable architecture in Both content and pipeline Technologies and
- 9. CryEngine 3 is build with next-gen in mind Scales through many-core support Performs on PC, Xbox360,
- 10. CryENGINE 3 architecture CryENGINE 2 successor, but now we do Deferred lighting (aka Light Prepass) Lighting
- 11. Why deferred lighting
- 12. Good decomposition of lighting No lighting-geometry interdependency Cons: Limited material variations Higher memory and bandwidth requirements
- 13. Deferred pipelines bandwidth
- 14. Feature
- 15. Facts Fixed Resolution for Gaming till 2012 HD 1920 x 1080 @ 60 fps Stereoscopic 3D
- 16. Breakthroughs in rendering architecture are not easy Proved multiple times by hardware vendors Especially multiple recent
- 17. Alternatives that will brand some games in future: Point Based Rendering Ray Tracing Rasterization, as usual
- 18. Sparse Voxel Octrees (Datastructure) Pros Data structure is future proof for alternative rendering Very good fit
- 19. We already use it in production!! Used during level export to bake geometry and textures Stored
- 20. Sparse Voxel Octree Usage in CryEngine 3
- 21. Short-term user impact opportunities till 2012 The delta in visual opportunities is limited, BUT... for the
- 22. PERCEPTION-DRIVEN GRAPHICS
- 23. PCF-based soft shadows Stochastic OIT Image-based reflections Ambient Occlusion (SSAO, prebaked etc.) Most posteffect (DoF, motion
- 24. Human‘s eye has some specialities ~350 Mpixel spatial resolution Quite hard to trick it in this
- 25. Spatial Undersampling Inferred shading Depth of field Decoupled sampling Temporal Temporal anti-aliasing Motion blur Mixed Spatio-temporal
- 26. There is no panacea rendering pipeline Even REYES is not used in its original form for
- 27. STEREOSCOPIC RENDERING Recent trend
- 28. Technique was there for a long time Becomes popular due to technologies, in games too No
- 29. Stereo rendering modes Brute-force stereo rendering Central eye frame with reprojection Experimental stochastic rendering from one
- 30. Stereo video
- 31. SERVER-SIDE RENDERING
- 32. 4G networks have a good ground for that Low ping – a strong requirement for real-time
- 33. Example of perception-driven graphics Image Per-object importance map Saliency map Courtesy of Matthias Bernhard TU Vienna
- 34. CURRENT PROBLEMS OF HARDWARE ARCHITECTURE
- 35. Small synthetic test (simulate GPU behavior) 512 cores (could be interpreted as slots of shared cache
- 36. Highly parallel scheduling
- 37. Another test Real GPU! Screen-space effect (SSAO) Bandwidth-intensive pixel shader Each item requires 1 clock on
- 38. Highly parallel scheduling Cache saturation phase Concurrent parallelism Cache pollution peak
- 39. Scheduling overhead can be a problem Parallel scalability With homogenous tasks it comes to maximum at
- 40. Atomics came from CPU hardware Used to build synchronization primitives in Oses Works only on integers
- 41. PS3 and Xbox 360 are in-order “by optimizing for consoles we also speed up PC” not
- 42. Mostly graphics, as it’s scalable without pain Doesn’t affect game-play Assets processing Texture compression becomes an
- 43. Quantization / color depth? BC6/7 delivers, but DX11-hw only Textures Original DXT1-compressed
- 44. Technology challenges Switching to a scaleable codebase Think of parallelism & async jobs Multithreading, scheduling Larger
- 45. We spend too much of computational power per frame! Precision is mostly redundant No need to
- 46. Content costs will increase If nothing changes ? Tools must adapt Smarter & automated pipelines &
- 47. Real-time rendering pipeline renovation is around the corner Hardware improvements are required Evolution of current techniques
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