Shader - what is it? Tipi, perevagi that nedolіki. Just about folding for chat Why can't I know the Shaders button at the "Parameters" menu

Golovna / Contacts

From the global computerization in our world came the impersonal incomprehensible terms. Dealing with them all is not as easy as it seems at first glance. Many of them have a similar name, many of them have a wide functionality. The time has come to find out what the shader is, the stars of the wines have taken, it is now needed and such a new one.

Optimizer

Better for everything, thanks to minecraft, and that’s why they came to find out what it is. Warto immediately signify that the “shader” is understood calmly in the air and can “live” in the light of it. Just like that, like modi. That mіtsno pov'yazuvati tsі two understand not varto.

Vzagali, the shader comes from programming, appearing as a helper for fahivtsy. Without a doubt, let's call this tool an optimizer, but really improve the picture in games. Otzhe, if you have already begun to approximately understand, well, let's move on to the exact clouding.

Tlumachennya

What is a shader? how to beat the processor of the video card. Qi tools are broken up by special mine. Fallow vіd priznachen can be different. After that, the shaders are intelligently translated into instructions to processors of graphics processors.

Zastosuvannya

Once again, signify that the zastosuvannya with a zagal is smartly acknowledged. The programs work with the processor of the video cards, and then, the stench works on the parameters of the objects and the image of the trivial graphics. The stench can vikonuvat masu zavdan, mid yakikh і robot z vіbrazhennyam, zalolennyam, darkening, effects zsuvu and іn.

Peredumova

People have been wondering for a long time what a shader is. Even before these programs, the retailers did everything manually. The process of forming an image from the actual objects is not automated. Persh nizh gra was born, the retailers independently engaged in rendering. The stinks worked with the algorithm, they made yoga pіd raznі zavdannya. This is how the instructions for applying textures, video effects, etc., were.

Obviously, some processes were still introduced into the work of video cards. Such algorithms could win out retailers. Ale їm nіyak could not impose their algorithms on the video card. Non-standard instructions could be read by the central processor, which would be better for graphics.

Butt

To understand the difference, varto look at a couple of butts. It is obvious that GR rendering is sometimes both hardware and software. For example, everyone remembers the famous Quake 2. So the axis, the water in the gray could be just a blue filter, which means hardware rendering. And the axis behind the software vtruchannya appeared splashing water. Same story and CS 1.6. Hardware rendering gave more white sleeps, and software rendering added a pixelated screen.

Access

So it became clear that it is necessary to solve such problems. The graphic artists began to expand the number of algorithms that were popular among retailers. It became clear that all the "zapkhati" is impossible. It was necessary to provide access for specialists to the video card.

The first games appeared like "Minecraft" with mods and shaders, retailers were given the opportunity to work with GPU blocks at the pipeline, which could be used for different instructions. So they began to create programs under the name "shader". For their creation, they specially developed the mov programming. So, video cards began to appear like a standard "geometry", and the instructions for the processor.

If such access has become possible, new programming possibilities have begun. Fahіvtsі could virіshuvati mathematical tasks on the GPU. Such rozrahunka became known as GPGPU. For this process, special tools were needed. Vіd company nVidia CUDA, Microsoft DirectCompute, as well as the OpenCL framework.

Tipi

The more people recognized that they were shaders, the more information about them was revealed about them. Three processors prikoryuvachі mali. Skin vouched for the author's type of shader. Over the years, they were replaced by a universal one. Leather maw complex of instructions, yakі odraz mali three types of shaders. Regardless of the day of work, the description of the skin type was saved up.

The vertex type was developed from the tops of the figures, yakі mayut rich faces. There may be a lot of tools here. For example, go about texture coordinates, vectors and dots, bionormal or normal.

The geometric type of pratsyuvav not just with one peak, but with a whole primitive. Pixel art for processing fragments of raster illustrations and embossed textures.

In games

If you are looking for a shader for "Minecraft 1.5.2", then you, better for everything, just want to paint a picture in grі. So that it became possible, the programs went through “fire, water, that mid-trumpet”. Shaders were tested and reworked. As a result, it became clear that this tool may have advantages and shortcomings.

Obviously, the simplicity of folding different algorithms is a great plus. Tse i gnuchkіst, i pomіtne sproshchenya at the process of rozrobki gri, and also, i change vartosti. Trimmed virtual scenes become foldable and realistic. So the process of rozrobki becomes in times swidshim.

Of the few vartos, it’s less likely to be those who happen to have one of the programming steps, and also to check that a different set of algorithms is placed on different models of video cards.

Installed

If you know the shader pack for Minecraft, you need to understand that there are a lot of underwater stones in your installation. Irrespective of the already fading popularity of this gris, all the same, її vіddanі chanuvalniks are being abandoned. Graphics are not suitable for everyone, but 2017 has more rotations. Dehto vvazha, scho shader shaders stench can be improved. Theoretically, the assertion is correct. Ale, in practice, you change a little.

Ale, if you still know how, on Minecraft 1.7, then, first of all, be respectful. The process itself does not show anything foldable. Before that, at the same time, be it a zavantazhuvanim file, instructions for how to install it. Gosh, you need to change the version of the gray shader. Otherwise, the optimizer does not work.

There is a lot of space on the Internet, where you can install and acquire such a tool. Dali need to unpack the archives in a folder. There you will find the file "GLSL-Shaders-Mod-1.7-Installer.jar". After the launch, you will be told the way to the gri, as if the wine is virny, then wait for all the next arrivals.

Then you need to move the "shaderpacks" folder to ".minecraft". Now it’s time to launch the launcher, you will need to go into the setup. Here, if the installation went correctly, the "Shaders" row will appear. From the list, you can choose the required package.

If you need shaders for Minecraft 1.7.10, then just know the shaderpack of the required version and work on it yourself. Unstable versions may circulate on the Internet. Sometimes they have to be changed, re-installed and shukati vіdpovіdny. Rather marvel at the videos and choose the most popular ones.

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What is a shader? - more often than not, food for cicavix gravel and cobwebs of game retailers. At this article, I realized about these terrible shaders.

As an engine for progress in photorealistic images in computer graphics, I respect computer games themselves, so let's talk about those who are such “shaders”.

Before that, as the first graphic artists appeared, the central processor was playing the whole work with the creation of frames of the video game.

Visualizing the frame, finishing the routine of the robot is true: you need to take the "geometry" - polygonal models (light, character, thinly) and rasterize. What is it to grind? The whole 3d model is made up of the most important tricots, like a rasterizer transforms into pixels (so “rasterize” means transform into pixels). After rasterization, take texture data, lightness parameters, fog, etc.

So the axis, the central processor (CPU - Central Processing Unit), is already a smart lad, so that you can get busy with such a routine. Natomist logically see what kind of hardware module, what rozvantage the CPU, so that it can take care of more important intellectual work.

Such a hardware module has become a graphics card or a video card (GPU Graphics Processing Unit). Now the CPU is preparing data and engaging a colleague with a routine work. Vrahovyuchi, that the GPU is not just one colleague at a time, the price of minion cores, then they can cope with such a robot at once.

Ale, we haven’t yet taken away the answers on the food smut: What is a shader? Check, I'll lead you to what.

It’s good, the cicava is close to photo-realism of the graphics, it’s possible to implement a lot of algorithms on the hardware level in video card retailers. Quiet, light, bright, and so far away. Such a pipeline - for the implementation of algorithms, is hardware-named "Fixing a pipeline or a pipeline" and there, de needing some kind of graphic, it is now not sustrichaetsya. Yogo mistse posіv "Programming Pipeline".

Ask for engravings “Let's bring in a good graphic! marvel!”, shtovhali rozrobnikіv іgor (і vіrobnіkіvіvіdоkart vіdpovіdno) іn thеrе аrе more foldable algorithms. So far, at the moment, the hardware algorithms have become scarce.

It's time for video cards to become more intelligent. It was decided to allow retailers to program blocks of the graphics processor enough pipelines that implement different algorithms. That is why retailers of igor, graphic programs could write programs for video cards.

І axis, nareshti, mi dіyshli vіdpovіdі on our smut nutrition.

What is a shader?

Shader (eng. shader - a program that shades) - a program for a video card, as it is written in a trivial graphic for the designation of residual parameters in an object or an image, you can include a description of the fading and shading of light, texture overlay, dimming, dimming surface and impersonal parameters.

What is a shader? For example, such an effect can be eliminated by dragging the shader to the sphere.

Graphic pipeline

The advantage of the programmed pipeline in front of it is in front of the fact that now programmers can create their own algorithms on their own, and not be wired with a hardware set of options.

The back of the video card was equipped with specialized processors, which support different sets of instructions. Shaders were divided into three types depending on which processor is the best. And then, video cards began to be equipped with universal processors, which support sets of inputs of all three types of shaders. Described the shader on tipi saved for the description of the shader recognition.

Crimean graphical tasks from such intelligent video cards showed the possibility of scaling on the GPU the calculation of gross recognition (not related to computer graphics).

Previously, a complete shader enhancement appeared in the GeForce 3 series video cards, but the beginnings were implemented by the GeForce256 (looks like Register Combiners).

See shaders

In the fallow stage of the pipeline, shaders are divided into sprat types: vertex, fragment (pixel) and geometric. And in the new types of pipelines, there are also tessellation shaders. We won’t be able to report on the graphics pipeline, I keep thinking, why not write about this article, for those who want to work on shader development and graphics programming. Write in the comments how you like it, I know that it’s time to spend an hour.

Vertex shader

Use vertex shaders to create animations of characters, grass, trees, create wind on the water and a lot of other things. The vertex shader has access to the data associated with the vertices, for example: vertex coordinates in space, texture coordinates, color and normal vector.

geometry shader

Geometric shaders of buildings create new geometry and can be tweaked for the creation of particles, change the detailing of the model “on the fly”, create silhouettes thinly. On the front view of the front vertex, the buildings were made as one vertex, and the other one was primitive. A primitive can be a tricot (two vertices) and a tricot (three vertices), and for the clarity of information about sum vertices (English adjacency) for a tricot primitive, up to six vertices can be cut.

Pixel shader

Pixel shader for overlaying textures, lighting and different texture effects, such as fermentation, brokenness, fog, bump mapping and so on. Pixel shaders are also used for post-effects.

The pixel shader works with fragments of a bitmap image and textures - processing data related to pixels (for example, color, depth, texture coordinates). The pixel shader is selected at the last stage of the graphics pipeline to form the image fragment.

Why write shaders?

The back of the shader could be written assembler-like mine, but later there were shader moves of a high level, similar to language C, such as: Cg, GLSL and HLSL.

So movi is richly simple for C, even more so, if you swear for their help, richly simpler. The system of types in movah lets you use graphics programmers. That stench is given to the programmer with special types of data: matrices, samples, vectors, and so on.

RenderMan

Everything that we have discussed is more likely to be carried out before the real hour of the schedule. Ale іsnuyut weekly charts. Why is the difference - realtime - a real hour, then here and at a time - give 60 frames per second in gr, the process is a real hour. And the render axis is a complex frame for ultra-modern animation based on non-realtime. The essence of the hour.

For example, graphics of such vibrancy, as in the rest of Pixar's animated films, cannot be seen in real time. Even more great render farms are to create simulations of light behind other algorithms, even more stained, and even more photorealistic pictures.

Super-realistic graphics in Sand piper

For example, marvel at this cute cartoon, squeaks, feasting birds, fluff, everything looks incredibly real.

*The video can be banned on Youtube, if it doesn't show up, google pixar sandpiper - a short cartoon for a good dog owner, even cute and fluffy. It touches and demonstrates how cool computer graphics can be.

So RenderMan is from Pixar. Vin became my first shader programming. The RenderMan API is the de facto standard for professional rendering, which is the hallmark of all Pixar studio robots and no less.

Corisna information

Now you know what kind of shader, ale cream shader, and other similar ones in rozrobtsі іgor and computer graphics, like sing-song you:

  • , - Technique for creating subtle effects in today's video games. Oglyadova article and video with lessons on creating effects in Unity3d
  • , - so you are thinking about the development of videos as a professional career or a hobby, tsya article to avenge a set of recommendations “from what to start”, “like books to read” and so on.

I've run out of food

As always, as you have lost some food, put them in the comments, I’m sure. For a good word, or for the correction of pardons, I will be more vdyachny.

Entry

The world of 3D graphics, including gaming, in terms of terms. In terms that always seem to be the only correct definition. Some of these speeches are called differently, and on the other hand, the same effect can be called "HDR", "Bloom", "Glow", or "Postprocessing". More people boast about the rozrobnikov that the stench instilled in their graphics engine, it was unreasonable that reality has little to do with it.

The article was called to help to understand what the deeds of these words mean, as they most often get used to such situations. Within the framework of this article, it’s far from being about all the terms of 3D graphics, but only about those, which have become more widespread in the last hour, as in the development of drawing and technology, which will be stuck in game graphics engines and as naming graphical technologies. For the cob, I recommend getting to know z.

It didn’t occur to you that it happened to you at the statutes of Oleksandr, that the sensation was almost from the early, s. These stats are already outdated, obviously, but the main ones, the most important and important data there. Let's talk about more "high" terms. The basic understanding of 3D graphics in real time and the attachment of the graphic pipeline you may have a problem. On the other hand, do not check mathematical formulas, academic accuracy and application of the code - the article is recognized as not for anyone. Terms

List of terms described in the article:

shader

A shader is a program for visual rendering of the surface of an object. You can also describe lighting, texture, post-processing too. Shaders grew from Cook's shade trees and Perlin's pixel stream language. Currently the most popular shader RenderMan Shading Language. shaders, displacement shaders, volume shaders, imager shaders... Digital shaders are mostly programmed by universal processors and cannot be re-implemented in hardware. i Lastra), Quake Shader Language (id Software's bugs in the Quake III graphics engine, which described a buggy rendering), and other Peercy spivtovarish developed a technique to allow programs with cycles and minds to run on traditional hardware architectures for an additional pass-through of shader RenderMan was divided into pass decks, which were combined at the framebuffer. Movies have appeared later, like we can speed up hardware in DirectX and OpenGL. So shaders were attached to graphics programs for real time.

The videos were programmed at an early hour and were only programmed later (fixed-function), for example, the lighting algorithm was just fixed at the entrance, and nothing was changed. Then, the videochip companies step by step introduced programming elements into their chips, some of them were even weaker (NV10, like NVIDIA GeForce 256, already built on a primitive program), so they didn’t take away the Microsoft DirectX API software for an hour, the possibilities were steadily expanding. Coming soon for NV20 (GeForce 3) and NV2A (video chip, freezes in the Microsoft Xbox game console), they became the first chips behind DirectX API hardware shaders. The version of Shader Model 1.0/1.1, which appeared in DirectX 8, was tinkered, the skin shader (especially for pixelated ones) now has a little bit more time and more than a little bit more commands. Nadal Shader Model 1 (SM1 for style) was enhanced with pixel shaders version 1.4 (ATI R200), as if they conveyed great flexibility, but also a little too much capacity. Shaders at that time were written in the so-called assembly shader language, which is close to assembler for universal processors. This low rіven delivers a lot of folding for understanding the code of that programming, especially if the code of the program is great, even if it is far from the elegance and structure of modern programming languages.

The Shader Model 2.0 (SM2) version, having appeared in DirectX 9 (which was introduced by the ATI R300 video chip, becoming the first GPU to introduce the shader model version 2.0), seriously expanded the capabilities of shaders in real time, propagating more and more foldable shaders . Bula added the possibility of rozrahunkiv from a floating coma in pixel shaders, which also became the most important improvements. DirectX 9, especially in SM2, also introduced a high-level language shader language (HLSL), which is similar to C language. І efficient compiler, which translates HLSL programs into low code, "intelligible" for hardware devices. Moreover, a number of profiles are available, which are recognized for different hardware architectures. Now the retailer can write one HLSL shader code and compile it with the help of DirectX into the optimal program for the video chip installed in the video chip. Next came chips like NVIDIA, NV30 and NV40, which improved the capability of hardware shaders even further by adding more advanced shaders, the capability of dynamic transitions in vertex and pixel shaders, the capability of selecting textures from vertex shaders and more. For the time being, no changes have been made, the stink will come closer until the end of 2006 in DirectX 10…

In general, the shaders have added to the graphic pipeline impersonal new possibilities of transformation and lightening of vertices and individual processing of pixels in the way that retailers of a particular skin additive want. And yet, the capabilities of hardware shaders are not yet disclosed in add-ons, even though the capabilities of the skin new generation of "glow" are increased, we will soon be able to achieve the same level of RenderMan shaders themselves, as if they were unattainable for video games. So far, in the shader models of the real time, which are supported by today's hardware video processors, there are only two types of shaders: i (for the designated DirectX 9 API). In the future DirectX 10, they can be reached.

Vertex Shader (Vertex Shader)

Vertex shaders - all programs that are mapped by video chips, like performing mathematical operations with vertices (vertex, 3D objects are added from them in games), otherwise, apparently, they give the ability to convert programming algorithms to change the parameter -&Tranform of vertices Lighting) . The skin vertex is defined by decals, for example, the position of the vertex in 3D space is defined by the coordinates: x, y and z. Vertices can be described by color characteristics, texture coordinates only. Vertex shaders, based on algorithms, change data in the process of their work, for example, calculating and recording new coordinates and/or colors. That is, the input data of the vertex shader is data about one vertex of the geometric model, as if it is being processed. Select space coordinates, normal, color components and texture coordinates. The resulting data of the program serve as input for the lower part of the pipeline, the rasterizer performs linear interpolation of the input data on the surface of the tricot and for the skin pixel, the final pixel shader is used. Even simpler and rougher (albeit a good example): the vertex shader allows you to take a 3D sphere object and use the vertex shader to create a new green cube :).

Before the advent of the NV20 videochip, retailers had two ways, either to win the software algorithms that change the parameters of the vertices, or else to do all the rebuilding of the bi CPU (software T&L), or to rely on fixing algorithms in videochips, for additional hardware transformation (hardware transformation) T&L). The first DirectX shader model meant a great leap forward in fixing functions and transforming and lighting vertices to algorithms that are now being programmed. It has become possible, for example, to implement the skinning algorithm again on video chips, and earlier it was only possible to use it on universal central processors. Now, with greatly improved capabilities for the hours of the NVIDIA chip, with vertices behind the help of vertex shaders, you can work even richer (crym їх sovrennia, hіba scho) ...

Apply that, how and de vertex shaders are installed:

Pixel Shader

Pixel shaders - all programs that are coded by videochip for the rasterization time for the skin pixel of the image, vibrating the textures and/or mathematical operations on the color and depth values ​​(Z-buffer) of the pixels. All instructions of the pixel shader are counted pixel by pixel, after the operations for transforming and lighting the geometry are completed. As a result of its work, the pixel shader looks like the end value of the pixel color and the Z-value for the next stage of the graphics pipeline, blending. The most simple example of a pixel shader, which can be implemented: banal multitexturing, just mixing two textures (diffuse and lightmap, for example) and overlaying the result of calculating per pixel.

Before the advent of video chips with hardware-based pixel shaders, retailers were less able to perform superb multitexturing and alpha-blending, which simply separated the possibility of rich visual effects and did not allow rich work at the same time. If it is still possible to work programmatically with geometry, then with pixels - no. Early versions of DirectX (up to and including 7.0) always blew all the bumps on top of the vertex and pushed the edge of the border functionality on per-pixel lighting (probably EMBM - environment bump mapping and DOT3) in the remaining versions. Pixel shaders made it possible to lighten the surface, whether on a pixel-by-pixel basis, with a vicarious programmed materials by retailers. Піксельні шейдери версії 1.1 (у розумінні DirectX), що з'явилися в NV20, вже могли не тільки робити мультитекстурування, але і багато іншого, хоча більшість ігор, що використовують SM1, просто використовували традиційне мультитекстурування на більшості поверхонь, виконуючи складніші піксельні шейдери лише on the part on top of the creation of various special effects (we know that water is the most common butt of all pixel shaders in games). Now, after the appearance of SM3 and video chips that support them, the possibility of pixel shaders has grown even to the extent that with their additional work it is possible to create raytracing, let's not stop with some kind of exchanges.

Apply pixel shaders:

Procedural Textures (Procedural Textures)

Procedural textures - all textures that are described by mathematical formulas. Such textures do not take up space in the video memory, they are created by the pixel shader "on the fly", the skin element (texel) appears in the result of the following shader commands. Procedural textures are most often used: different noise (for example, fractal noise), wood, water, lava, smoke, marmur, fire, etc., so that you can simply describe mathematically. Procedural textures also allow you to animate textures with little more than a small modification of mathematical formulas. For example, the gloomy ones, crushed by such a rank, look decently enough both in dynamics and in statics.

The benefits of procedural textures also include the lack of detail level of skin texture detail, pixelation simply will not be, the texture is always generated as needed for the rendering of the world. Animations are of great interest, with the help of which you can grow fluff on the water, without blocking the animation of transferring textures. Another advantage of such textures is that the more they are zastosovuєtsya in products, there is less work for artists (but more for programmers) over the creation of splendid textures.

Unfortunately, procedural textures did not take away much of the stale jamming in games, in real add-ons it is often easier to get the original texture, video memory usage grows not by the day, but by the year, in the most recent ones, set the same 512 megabytes of video memory, video memory you need to borrow something. Moreover, do it more often to lookup later - to speed up the mathematics in pixel shaders, use lookup tables (LUT) - special textures, which will take care of the delayed values ​​that are calculated in the result. So don't take the number of mathematical commands for the skin pixel to the point of respect, just read the next calculation of the value from the texture. Aside from that, the accent is more to blame for the misunderstanding of the mathematical calculation itself, take these ATI video chips of the new generation: RV530 and R580, which have 4 and 16 texture units on the skin, 12 and 48 pixel processors are the same. Tim more, although it's about 3D textures, even if two-world textures can be easily placed in the local memory of a little bit, then 3D textures seem to be richer.

Apply procedural textures:

Bump Mapping/Specular Bump Mapping

Bumpmapping is the technique of simulating irregularities (otherwise modeling of microrelief, as it is more appropriate) on a flat surface without large scales and changes in geometry. For a skin pixel, the surface value is calculated based on the lightness value, which is the value of a special height map called a bumpmap. Tse sound 8-bit black and white texture, that color value of the texture is not superimposed as a primary texture, but is drawn to describe the unevenness of the surface. The color of the skin texel determines the height of the visible point of the relief, large values ​​mean a greater height above the outer surface, and smaller values ​​mean less. Chi navpak.

Steps of illumination of the point to lie down in the fall of the fall of the change of light. The smaller cut between the normal and the change of light, the greater the illumination of the point on the surface. So if you take an even surface, then the normals in the skin point will be the same and the illumination will also be the same. And if the surface is uneven (weather, practically all surfaces are true), then the normals in the skin point will be different. І clarification of the rіzna, in one point it will be greater, in the other - less. Sounds and the principle of bumpmapping - for modeling irregularities for different points of the polygon, normals are set on the surface, as they are corrected when calculating pop-pixel lighting. As a result, more natural images appear on the surface, bumpmapping gives the surface more detail, such as unevenness on the pin, pores on the pins, etc., without increasing the geometric folding of the model, the scaling of the design is carried out on the pixel level. Moreover, when changing the position of the dzherel, the light of illumination of these irregularities changes correctly.

Obviously, the vertex illumination is more simply numerical, but somehow unrealistically looks, especially with equal low-polygonal geometry, color interpolation for a skin pixel cannot produce a larger value, a lower value for the vertices. Therefore, the pixels in the middle of the tricutnik cannot be brighter, the lower fragments of the vertex. Also, the areas with a sharp change of illumination, so bright and bright, even close to the surface, are physically incorrectly displayed, and will be especially remembered in the dynamics. Obviously, often the problem of rozv'yazan zbіlshennyam geometrical folding model, її razbityam on іїї kolkіst vertices і trikutnіv, аlе optimal variant bude pіkselne svіtlennya.

For prodovzhennya, it is necessary to tell about warehouse lighting. The color of the dot on the surface is expanded as the amount of ambient, diffuse and specular storage light in the scene (ideally, light is often bad). The contribution of the value of the skin layer is light to lie in the middle between the layer of light and a speck on the surface.

Warehouse lighting:

And now dodamo to what bumpmaping:

Rivnomirna (ambient) warehouse lighting is an approximation, "on the back" lighting of the skin point of the scene, in which all points hang the same and the lighting is similar to other places.
Diffuse (diffuse) warehouse lighting to fall in the position of the dzherel lighting and in the normal surface. Tsya warehouse lighting is different for the skin top of the object, which I hope I will. Light does not fill the surface with the same sight.
Glare (specular) warehouse lighting is manifested in the glare of the light changing light on the surface. For її rozrahunku, krіm position vector dzherel light and normal, two more vectors are drawn: the vector of direct look and the vector of image. The specular model is hanging upside down by chanting Phong (Phong Bui-Tong). Cіdbliski istotno zbіlshuyut realіstіchnіstіnі izobrazhennya, even rіdkіsnі realnі surfіnі not vіdbіvayut svіtlo, specіalna vіdіlna vіdzhe important. Especially in Russia, to those who can see the change in the position of the camera or the object itself by looking at the view. Nadal, the successors foresaw other ways of calculating the cost of warehouse, folding (Blinn, Cook-Torrance, Ward), which was used to protect the energy of the light, which was dyed with materials and that rose from a diffuse warehouse.

Also, Specular Bump Mapping goes like this:

And marveling at the same on the butt, Call of Duty 2:


The first fragment of the picture is rendering without bumpmapping () in front, the other (top-right) is bumpmapping without a blipmap, the third one is a blipmapping of a warehouse normal value, as it turns out in gray, and the rest, right-bottom - with the maximum possible specular warehouse values.

When it comes to the first hardware blockage, then Emboss Bump Mapping became the winner for hours of video cards based on NVIDIA Riva TNT chips, the protetechniques at that time were very primitive and did not take a wide blockage. The next new type is becoming Environment Mapped Bump Mapping (EMBM), but hardware support in DirectX is just as small as the Matrox video card, and again zastosuvannya was more obzhezhenie. Then came Dot3 Bump Mapping and the video chips of that hour (GeForce 256 and GeForce 2) took three passes in order to implement such a mathematical algorithm again, the shards of stink are surrounded by two textures, which are simultaneously beaten. Starting with NV20 (GeForce3), it became possible to work on your own in one pass for additional pixel shaders. Further more. Began to zastosovuvat more efficient tekhnіki, so yak.

Apply bumpmapping in games:


Overlay maps zsuvu (Displacement Mapping) - a way to add details to trivial objects. At the Vidmin vid Bampmamapіnging of the same popselny methods, if the ledge is properly modified by the dumb, the lies of the point is not sorish, the deposits of the zbilzin, the picture of the snakes is allowed obmezhen, power popіkselnym methods. This method changes the position of the vertices of trikutniks, destroying them for the normal by a value, emerging from the value of the maps used. Displacement map - choose a black and white texture, and the values ​​are based on the height of the skin point on the surface of the object (values ​​can be stored as 8-bit numbers and 16-bit numbers), similar to a bumpmap. Often maps of displacement are victorious (in which direction stinks are called maps of heights) for the alignment of the earth's surface with hillocks and depressions. Since the relief of space is described by a two-world displacement map, it can be easily deformed if necessary, so it will require more modification of the displacement map and rendering on the basis of the surface in the attack frame.

On purpose, the creation of the landscape for the help of the overlay of maps is presented in the picture. We saw 4 vertices and 2 polygons, as a result, we saw new things in the landscape.

The great advantage of imposing maps of the object is not just the ability to add details to the surface, but practically to the outside of the creation of the object. A low-poly object is taken, split (tessellated) into more vertices and polygons. The vertices that are removed as a result of the tessellation are then shifted by normals, appearing from the value read in the shift map. Let's take a collapsible 3D object from a simple, vicorous displacement map:


The number of tricks created during tessellation can be large enough to convey all the details that are given by the sound map. Some additional tricots are created automatically for the help of N-patches or other methods. Placement cards are more likely to be mixed together with bumpmapping to create detailed details, where proper pixel lighting is sufficient.

The overlay of maps shifted in the past took away the support in DirectX 9.0. This was the first version of this API, which introduced the Displacement Mapping technique. DX9 supports two types of suvu map overlays, filtered and presampled. The first method will be loaded with the MATROX Parhelia video chip, and the other one - with the ATI RADEON 9700. The filtered method is modified, which allows you to change mip-levels for displacement cards and to set trilinear filtering for them. In this method, the skin vertex is selected on the basis of the distance from the vertex to the camera, so the detail rib is selected automatically. In such a rite, it is possible to reach even more evenly breaking the stage, if trikutniks can be approximately the same size.

The overlay of maps can be essentially entered by the method of embossing the geometry, changing the maps of the location, reducing the memory, the necessary detailing of the 3D model. Bulky geometrical data are replaced by simple two-world textures zsuvu, sound 8-bit or 16-bit. Tse reduce to the extent of memory and throughput required for the delivery of geometric data to the video chip, and the exchange rate is one of the main ones for modern systems. But well, with equal opportunities to the throughput and obsyagu memory, the overlay of the maps allows you to create richly folded geometric 3D models. The stocking of models is significantly less folded, if there are dozens or hundreds of thousands of tricots, and only one thousand, which allows you to speed up your animation. Abo polypshiti, zastosuvshi folded complex algorithms and techniques, on the kshtalt imitation of fabrics (cloth simulation).

The other thing is that the zastosuvannya maps zsuvu transform folded polygonal trivial grids on a sprat of two-world textures, as a simpler way to convert them. For example, for organization, you can select a custom mip-map for overlaying location maps. You can also use different methods for compressing textures, to create JPEG-like ones. And for the procedural creation of 3D objects, you can use different algorithms for two-dimensional textures.

Ale, the maps of the shift may be the deacons of the cold, the stench cannot be stagnant in all situations. For example, smooth objects, which do not avenge a great number of fine details, will be better represented by standard polygonal meshes or other surfaces of the greater equal, like Bezier curves. From the other side, more foldable models, so like a tree of chi growth, it is also not easy to show usunennia cards. And also the problems of sruchnostі їх zastosuvannya, tse may need to use special utilities, even if it’s even more convenient to create maps of the displacement (so you can’t go about simple objects, on the landscape). A lot of problems and obmezhennya, pritamannі maps usunennya, zbіgayutsya z such y, oskіlki tsі two methods in essence - two different manifestations of similar ideas.

As an example from real games, I'll bring a game, in a kind of victorious selection of textures from the vertex shader, which appeared in NVIDIA NV40 video chips and shader model 3.0. Vertex texture can be applied for a simple method of overlaying displacement maps, which is again rendered by a video chip, without tessellation (breaking into a larger number of tricks). Zastosuvannya such an algorithm obmezheno, stench may sens, only if the cards will be dynamic, so change in the process. For example, here is a rendering of the great water surfaces, which is broken in the Pacific Fighters:


Normalmapping - abbreviations of various types of bumpmapping technique described earlier, extended version. Bumpmapping of Blinn's expansions in 1978 rotates, surface normals with this method of overlaying the terrain are changed based on information from elevation maps (bump map). In that hour, bumpmapping changes the normal for surface points more, normalmapping again replaces the normals for an additional selection of their values ​​from a specially prepared normal map (normal map). Sound maps with textures and save them for later processing of normal values, representing the visible components of the RGB color (in this case, there are special formats for normal maps, including embossed ones), for viewing 8-bit black-bumpmap height maps .

Zagalom, like bumpmapping, is a "cheap" method for adding detail to models of evenly low geometric folding, without using more real geometry, less protruding. One of the most important technical problems is the increase in detailing of low-poly models with the help of normal maps, removing the processing of such a model of high geometric folding. Normal maps can be used for more detailed descriptions of surfaces that are porous with bumpmapping and allow to reveal folded shapes. Ideas from the acquisition of information from highly detailed objects were voiced in the mid-90s of the last century, but it was also about victoria. Later, in 1998, they presented ideas about the transfer of details in normal maps from high-poly models to low-poly models.

Normal maps provide an efficient way to collect data about surfaces, equal to simple variations of a large number of polygons. The only serious difference is that stinks are not very suitable for great details, even though normal mapping does not really add polygons and does not change the shape of the object, but creates the visibility of it. The only thing is the simulation of details, with the improvement of lighting on the pixel level. On the extreme polygons of the object and the great kutah, the surface is already well remembered. Therefore, the most reasonable way to make normal mapping is to add detail to the low-poly model in order to save the main shape of the object, and to twist the normal map to add more details.

Normal maps sound based on two versions of the model, low poly and high poly. The low-poly model is composed of a minimum of geometry, the main forms of the object, and the high-poly model covers everything necessary for maximum detail. Then, for the help of special utilities, the stench will be compared one by one, the difference will be redeemed and saved in the texture, called the normal map. With the help of additional mixing, you can tweak and bump map for even more detailed details, but you can’t create a model in a high-poly model (pores, other details of burial).

The normal maps on the back were represented by visual RGB textures, the decomponents of the color R, G and B (from 0 to 1) were interpreted as X, Y and Z coordinates. Normal maps can be of two types: with coordinates in the model space (half coordinate system) or tangent space (the Russian term is "dotik", the local coordinate system of the tricot). Most often, there is another option. If the normal maps are presented in the model space, then three components are to blame, since all directions can be represented, and if in the local coordinate system tangent space, you can get by with two components, and take the third in the pixel shader.

The current additions to the real time dosі strongly program the prerendered animation for the clarity of the image, the cost, the first for everything, the brightness of the lighting and the geometric folding of the scenes. The number of peaks and trikutniks, which are redeemable in the real hour, is fenced. To that, more important are the methods that allow you to reduce the quantity of geometry. Before normalmapping, a few of these methods were expanded, and low-poly models navit with bumpmapping came out noticeably higher for folded models. Normalmapping even though it may be small (the most obvious - as the model is low-poly, it is easily seen from the її negrabnyh boundaries), but the visual appearance of the rendering is noticeably improved, making the geometric folding of the models low. The rest of the hour is good to see the increase in popularity of this technique and the victory in all popular gaming engines. The "fault" of this is the combination of the resulting capacity, which at once reduced to the geometric folding of the models. The technique of normal mapping can be established all over the place at once, all new games are played as widely as possible. The axis is only a short list of PC games with normal mapping options: Far Cry, Doom 3, Half-Life 2, Call of Duty 2, F.E.A.R., Quake 4. They all look much better, lower games of the past, including through the normal maps.

There is only one negative consequence of the stagnation of technology - the reduction of textures. Even if the normal map is strongly attached to those objects that are visible, and it is to blame for the great distribution of buildings, this may help to video memory and the throughput will be subdued (with different compressed normal maps). But at the same time, video cards with 512 megabytes of local memory are being released, the bandwidth is gradually increasing, and the methods of embossing are being expanded especially for normal cards, so these small reductions are not really important, really. There is a bigger effect, which gives normal mapping, allowing you to tweak low-poly models, reducing the power to memory for saving geometric data, increasing productivity and giving a good visual result.

Parallax Mapping/Offset Mapping

After normalmapping, which was further developed in 1984, Relief Texture Mapping was introduced by Olivera and Bishop in 1999. This is the method of overlaying textures, bases on information about clay. I don’t know the method of zastosuvannya in games, but the idea was to continue working on parallax mapping and that yogo polypshennia. Kaneko in 2001 introduced parallax mapping, which became the first effective method for pixel-by-pixel mapping to the parallax effect. In 2004, the Welsh roci demonstrated paraxmapping on programming video chips.

Which method, perhaps, has the most different names. I’ll list those, yakі zustrіchav: Parallax Mapping, Offset Mapping, Virtual Displacement Mapping, Per-Pixel Displacement Mapping. The article has the first name for the style.
Parallax mapping is yet another alternative to bump mapping and normal mapping techniques, as it gives more awareness of surface details, more natural rendering of 3D surfaces, and also without a huge productivity cost. This technique is similar at the same time to the overlay of maps and normal mapping, but the middle one is between them. The method of the same assignments for displaying a larger number of surface details, lower for the exterior geometric model. Vіn is similar to normalmapping, but the difference is that the method creates a texture overlay, changing the texture coordinates so that if you marvel at the surface under different cuts, it looks swollen, although the surface is really flat and does not change. In other words, Parallax Mapping is the technique of approximating the effect of shifting points on the surface of a fallow in terms of changing points in the gap.

Technique zsuvaє texture coordinates (this technique is sometimes called offset mapping) so that the surface looks more volumetric. The idea behind the method is to rotate the texture coordinates of those points, deviding the vector over the surface. If you need to change the prorahunka (ray tracing) for the elevation map, but if it doesn’t have a value (“smooth” or “smooth”), which can change a lot, then you can get around the approximation. Such a method is good for surfaces with heights, which change smoothly, without overflowing and great values ​​of sound. A similar simple algorithm is adapted to the normal mapping of the whole three with pixel shader instructions: two mathematical instructions and one additional texture selection. After the new texture coordinate has been calculated, it will be necessary to read further texture balls: the base texture, the normal map too. Such a method of parallax mapping on modern video chips is also effective, as it is a superimposition of textures, and the result is more realistic rendering of the surface, similar to simple normal mapping.

The altarpiece of the splendid paralaxmaping is surrounded by maps of heights with a small difference in value. "Cool" irregularities are handled incorrectly by the algorithm, different artifacts are declared, "floating" textures, etc. There was a lot of modified methods for improving the technique of parallax mapping. Dekіlka contributors (Yerex, Donnelly, Tatarchuk, Policarpo) described new methods to improve the cob algorithm. Maybe all the ideas are grounded on the tracing of changes in the pixel shader for the purpose of changing the details on the surface one by one. Modifications of the methods took away a number of different names: Parallax Mapping with Occlusion, Parallax Mapping with Distance Functio ns, Parallax Occlusion Mapping. For style it is called Parallax Occlusion Mapping.

The Parallax Occlusion Mapping method includes tracing variables to define the height and appearance of texels. Aje, when looking at the top of the texel to the surface texels, block one of the other, and, vrakhovyuch tse, you can add more depth to the effect of parallax. The rendering of the image becomes more realistic and the same polypsheni methods can be used for more deep relief, wines are suitable for the image of stone and stone walls, brukivki and іn. not perfect. The method itself can also be called Virtual Displacement Mapping or Per-Pixel Displacement Mapping. Look at the picture, it’s important to believe that ale stone brukivki here is just a pop-pixel effect:

The method allows you to effectively display the details of the surface without millions of vertices and tricks, which would be needed in the implementation of this geometry. When choosing a high level of detail (cream of silhouettes/facets), it will definitely clear up the animation. Such a technique is cheap, lower than the variation of real geometry, there is a significantly smaller number of polygons, especially in slopes with more detailed details. Zastosuvan to the algorithm is impersonal, and the best wine is suitable for a stone, or a similar one.

Also, the advantage is that the height maps can dynamically change (on top of the water with hairs, dirks in the sack at the walls and richly different). In shortcomings of the method - the presence of geometrically correct silhouettes (the edges of the object), even the pop-pixel algorithm and not the correct displacement mapping. Natomist vіn zaoschadzhuє proizvodstvennіst vіglyadі vіdnіzhennya vantazhennіa іn transformation, ilіvlennya і animation geometry. To save video memory, it is necessary to save great obsessions of geometrical data. The pros of the technique and visually simple integration into the basic programs and the selection of the process of working with primary utilities that require normal mapping.

Technique is already stagnating in real games for the rest of the hour. For the time being, we can do with simple parallaxmapping based on static height maps, without changing and reshaping the remapping. Apply the axis to paraxmapping in games:

Postprocessing

In the broad meaning of the post-production - all those that appear after the main actions on the basis of the image. Otherwise, it seems, post-production - if you want to change the image after your rendering. Post-production is the collection of tools for the creation of special visual effects, and their creation is carried out immediately after the main work of the visualization of the scene of the viconan, so that when the effects of the post-processing are created, the raster image is ready.

A simple example of photography: you photographed the edge of the lake from the green for clear weather. The sky will come out even more brightly, and the trees will be over dark. You enter the photo into a graphic editor and start changing clarity, contrast, and other parameters for the images or for the whole picture. However, you can't change the settings of the camera anymore, you have to work on processing the finished image. Tse i є post-production. Or another example: seeing the background of a portrait photo and adding a blur filter to the center of the area for a depth of field effect with a greater depth. So, if you change or edit the frame with a graphic editor, you should do a post-production. Those same can work in grі, in real time.

Use the impersonal possibilities of image processing after rendering. Mustache, maybe, at graphic editors without so-called graphic filters. These are the ones that are called post-filters: blur, edge detection, sharpen, noise, smooth, emboss, etc. When you stop to 3D rendering in real time, you need to work like this - the whole scene is rendered in a special area, render target, and after the main rendering, the image is further processed for additional pixel shaders and then displayed on the screen. From the effects of post-bringing in games, it is most common to win , , . Іsnuє and impersonal other aftereffects: noise, flare, distortion, sepia and іn.

The axis is a couple of yaskravyh buttov postobrobki in the game programs:

High Dynamic Range (HDR)

High Dynamic Range (HDR) for 3D graphics - rendering in a wide dynamic range. The essence of HDR is in the description of intensity and color with real physical quantities. The primary model of the description of the image is RGB, if all the colors are presented in a total of the main colors: red, green and blue, with a different intensity in the visible colors, the value is from 0 to 255 for skin, coded by eight bits per color. The change from the maximum intensity to the minimum available for the specific model or attachment is called the dynamic range. Thus, the dynamic range of the RGB model becomes 256:1 or 100:1 cd/m2 (two orders of magnitude). Tsya model to describe the color and intensity is commonly called Low Dynamic Range (LDR).

The possible LDR value for all modes is clearly insufficient, the human being has a larger range, especially at low light intensity, and the RGB model is too short in such modes (the one for higher light intensities). The dynamic range of the gap of a person is 10 -6 to 10 8 cd / m 2 tobto 10000000000000: 1 (14 orders). At the same time, the entire range of mi cannot be bachiti, but the range visible by the eye of the skin at the moment to the hour is approximately 10000: 1 (by several orders of magnitude). Zir is attached to the knowledge of the same part of the diapazone of the evasion postpovo, behind the pre -unit of the same adaptation, it is easy to describe the situation with the svytla in the kimnati at the time of the time - the spockey of the eye is not enough, Ale to be adapted to the umbers of the air. richer more. Those same traplyatsya and at the turning change of the dark middle in the light.

Also, the dynamic range of the RGB description model is not enough for the representation of the image, but the model is actually quite different, and the model can significantly change the value of light intensity in the upper and lower parts of the range. The widest butt, of guidance in materials from HDR, is an image of a darkened place with a window on a yaskrava street on a sunny day. With the RGB model, you can either take away normally the one that is outside the window, or only the one that is in the middle of the room. Values ​​greater than 100 cd/m 2 LDR are shaped, which is the reason why in 3D rendering it is important to correctly display the bright light, directing it directly into the camera.

It is not possible to observe the data itself seriously yet, but to observe LDR in cases of maj sens, it is possible to achieve the real physical values ​​of the intensity and color (or linearly proportional), and display the maximum of what is possible on the monitor. The essence of the phenomenon of HDR in varying the value of intensity and color in real physical quantities is either linearly proportional and in the fact that it is not the integers of the number that are distinguished, but the numbers with a floating point with great precision (for example, 16 or 32 bits). Tse znіme zamezhennya RGB, and the dynamic range of the image is seriously increased. But then again, HDR images can be displayed on a custom image (besides RGB monitors), with the maximum possible brightness for the help of special algorithms.

HDR rendering allows you to change the exposure after you have rendered the image. Gives the ability to simulate the effect of adaptation of the human mind (moving from bright open spaces to dark spaces and navpaki), allows you to achieve physically correct lighting, as well as unifying solutions for zastosuvannya effect, blurres, blurreeffect, post-production. Algorithms for image processing, color correction, gamma correction, motion blur, bloom and other post-processing methods to improve HDR representation.

In additions to 3D real-time rendering (igames, basically), HDR rendering began to be tweaked not so long ago, even though it still needs to calculate that render target tricks in floating point formats, as before it became available only on video chips with DirectX 9 support. in igames: rendering the scene to a buffer in floating point format, post-processing an image in a wide color range (changing contrast and brightness, color balance, effects glare and motion blur, lens flare and similar), tone mapping for displaying sub-bag HDR images on LDR pristry vіdobrazhennya. Other twisted environment maps (environment maps) in HDR formats, for static renderings on objects that are stuck HDR in simulating dynamic distortions and renderings, for which dynamic maps can also be twisted in floating point formats. To which you can add more lightmaps (light maps), for further insurance and savings in HDR format. Bagato from the overexploited was crushed, for example, in Half-Life 2: Lost Coast.

HDR rendering is more complex for complex post-processing with higher brightness due to the most powerful methods. The same bloom looks more realistic in case of growths in the HDR model. For example, as developed by Far Cry and Crytek, there are standard methods for HDR rendering: bloom filters, Kawase representation and tone mapping operator Reinhard.

It's a pity, in some cases, Igor retailers can add under the name HDR just a bloom filter, which is redeemed at the LDR wide range. I want more part in what can be done in games with HDR rendering, and if bloom is better, then HDR rendering is not limited by one effect, it's just easier.

Other ways to apply HDR rendering to real-time add-ons:


Tone mapping - this is the process of converting the HDR range of clarity to the LDR range, which can be added to a video output, for example, a monitor or a printer, so as to display HDR images on them, while converting the dynamic range and the color scheme of the LDR, the most dynamic model of HDR, the most dynamic model of HDR, is the most dynamic model of HDR Even the range of clearness, HDR representations, is also wide, the order of magnitude of the absolute dynamic range is one hour, in one scene. And the range that can be implemented on the primary outbuildings (monitors, televisions) becomes less than two orders of magnitude dynamic range.

The transformation from HDR to LDR is called tone mapping, it is costly and imitates the power of the human mind. Such algorithms are called tone mapping operators. Operators subdivide all values ​​of image brightness into three different types: dark, medium and bright illumination. On the basis of the evaluation of the brightness of the midtones, the bright lightness is corrected, the values ​​of the brightness of the pixels of the scene are redistributed in order to increase the visibility range, the dark pixels are illuminated, and the bright ones are darkened. Then, the most vivid pixels of the image will be brought up to the range of visualization, or I will add a visual model of the image. On the next picture, the simplest reduction of the HDR image to the LDR range, linear transformation is shown, and the fragment in the center of the blockages has a folded tone mapping operator, which works as described above:

It can be seen that only from the stoppage of non-linear tone mapping it is possible to capture the maximum details from the image, and if you bring HDR to LDR linearly, then it’s just ruining a lot of rubbish. There is no single correct tone mapping algorithm, it has a few operators, which can give good results in different situations. Axis butt of two different tone mapping operators:

Together with HDR rendering, lately tone mapping has started to get stuck in games. It has become possible to optionally mimic the power of the human mind: the loss of warmth in dark scenes, the adaptation of new minds of lightening during transitions from the arc of bright areas to dark and navpak, sensitivity to change in contrast, color ... The first screenshot shows an image, like a gravel, which turned smartly from a dark place to a brightly illuminated open space, and the other - the same after a few seconds, after adaptation.

Bloom

Bloom is one of the cinematic effects of post-production, for the help of such a brighter picture, the pictures will be even brighter. This is the effect of a brighter light, which is seen near the brighter surface, when the bloom filter is soaked on the surface, it does not just remove the additional brightness, the light in them (halo) often bleeds into the dark areas of the frame on top of the sky. The easiest way to show on the butt:

In 3D graphics Bloom filter to fight for additional additional post-processing - zmіshuvannya smeared by the blur filter to the frame (the whole frame or a few bright areas, the filter will sound zastosovuєtsya splendor once) and out of the frame. One of the most frequently blocked in games and other real-time additions is the bloom post-filter algorithm:

  • The scene is rendered at the framebuffer, the intensity of the light (glow) of the object is written to the alpha channel of the buffer.
  • The framebuffer is copied to a special texture for processing.
  • Allowed the texture to change, for example, 4 times.
  • Before the image, a blur filter will be added once again based on intensity data recorded in the alpha channel.
  • When the image is removed, it is mixed with the original frame by the framebuffer, the result is displayed on the screen.

As well as seeing post-buffs, bloom is more likely to stutter when rendering to high dynamic range (HDR). Additions of a final image bloom filter from 3D applications in real time:

motion blur

Motion blur in Russian (motion blur) is seen when photographing and filming through the movement of objects at the frame for an hour of exposure to the frame, at that hour, if the shutter of the lens is open. The camera captures (photo, cinema) the frame does not show a sign, the captures are mittevo, with zero trivality. Through technological intermediation, the frame shows a certain gap to the hour, for the whole hour the objects in the frame can be moved to the same position, and as it happens, then all the positions of the object, which is collapsing, will be presented on the frame for an hour when the shutter is opened at the look of the smeared image by the vector roc . So it turns out that the object moves around the camera or the camera moves around the object, and the magnitude of the zooming gives an indication of the magnitude of the movement of the object.

In a trivi-world animation, in a skin-specific moment to an hour (frame), the objects are stitched behind the same coordinates in a trivi-world space, similarly to a virtual camera with an invariably swedish visor. As a result, it’s stunned, similar to that possessed by the camera and the human eye, when you look at the objects, which are quickly collapsing, in the daytime. Tse looking unnatural and unrealistic. Look at a simple butt: a sprinkling of spheres wrap around like an axis. The axis of the image of that, how the whole ruh is seen with the masking and without it:

From the image without blurring, it is impossible to say that the spheres are collapsing, just like motion blur gives a clear indication of the speed of the objects. Before speech, the presence of smearing for an hour is a ruckus and the reason why roc in games at 25-30 frames per second is given a thumbs up, even though movies and videos at these frame rate parameters look miraculous. To compensate for the daytime blurring in Russian Bazhan, either a high frame rate (60 frames per second or more) or a different method of additional image processing to emulate the effect of motion blur. It is necessary to stop and to improve the smoothness of the animation and for the effect of photo and cinematic realism at once.

The simplest motion blur algorithm for real-time programs is used in the most recent way to render a streaming frame of data from the front frames of an animation. And yet more efficient modern methods of motion blur, as they do not flash the front frames, but ground on the vectors of the objects near the frame, also giving one more post-processing step to the rendering process. The blurring effect can be like a full-screen (begin to shy post-buff), so for a few objects, which are most shvidko collapse.

It is possible to freeze the motion blur effect in games: all racing games (to create the effect of a very high speed and to freeze when watching TV-like replays), sports games (repeat the same, and in the grid itself you can freeze for objects that they crash quickly, pucks on balls), fighting games (cold balls, hands and arms), a lot of other games (for an hour of internal game trivi- mer rollers on the engine). Axis apply post-effect motion blur s igor:

Depth Of Field (DOF)

Depth of field (depth of sharpness), styslo, the appearance of objects in the fallow in their positions according to the focus of the camera. In real life, in photographs and in the cinema, however, not all objects are clearly visible, it is connected with the peculiarity of the life of the eye and the arrangement of the optics of the photo and cinema cameras. Photographs and film optics have a clear view of the camera, objects that stand out on such a view of the camera, are located at the focus and look sharp in the picture, and more distant from the camera, or objects that are close to it stand out with zbіlshenny or reduced vіdstanі.

Yak you figured out that this is a photo, not a rendering. In computer graphics, the skin object of the rendered image is perfectly clear; Therefore, in order to achieve photo and cinematic realism, it is necessary to develop special algorithms, which are similar for computer graphics. These techniques simulate the effect of different focus for objects that are on different windows.

One of the most wide-ranging methods for rendering in real time is to mix the original frame with the same blurred version (spread through the blur filter) based on data about the depth of image pixels. In games, for the effect of DOF, it is necessary to stop the game, for example, all the video clips on the GR engine, repeat in sports and racing games. Apply depth of field to a real hour:

Level Of Detail (LOD)

The level of detail in 3D add-ons is the same method of reducing the complexity of rendering a frame, changing the total number of polygons, textures and other resources in the scene, and significantly reducing the complexity. A simple butt: the main character model is made up of 10,000 polygons. In quiet weather, if in the scene of the scene the vines are close to the camera, it is important that all the polygons were victorious, but on the great vіdstanі in the view of the camera in the under-bag image of the wine, it takes only a few pixels, and there is some sense in the sample of all the polygons. Possibly, hundreds of polygons will suffice in any case, or even a couple of pieces and a specially prepared texture for such a modified model. Obviously, on the middle days, there can be a sensation of winning a model, which is composed of a large number of knitwear in a larger, lower in the simplest model, and in a smaller, lower in the most folding.

The LOD method is used when simulating the rendering of three-dimensional scenes, with varying degrees of folding (geometric or otherwise) for objects that are proportional to the distance between them and the camera. The method is often challenged by retailers and reduces the number of polygons at the scene and increases productivity. With a close fit to the camera, the models with a maximum of details (the number of tricots, the size of the textures, the folding of the texture), for the maximum possible brightness of the picture and the navpak, are wicked to the camera; Changing the folding, adding the number of tricots in the model, can be done automatically on the basis of one 3D model of maximum folding, and maybe - on the basis of a number of orders for the preparation of models with a different level of detail. Vicoristic models with less detail for different views, the complexity of rendering is reduced, but may increase the overall detail of the image.

The method is especially effective, as the number of objects near the stage is great, and the stench is spread on different windows in the chamber. For example, take a sports game, such as a simulator for hockey or football. Low-poly models of characters are victorious, if the stench is far from the camera, and when the models are close, they are replaced by others, with a large number of polygons. This butt is even simpler and in a new way the essence of the method is shown on the basis of two equal details of the model, but no one cares to create a small amount of equal details in order to ensure that the effect of changing the LOD level is not necessary, so that the details "grow" when they are observed.

Crim in the view of the camera, for LOD the value of other factors can be significant - the number of objects on the screen is significant (if one or two characters are in the frame, then the folded models will win, and if 10-20, the stench will switch to simple) or the number of frames on the screen second (the inter-value of FPS is set, for which the level of detail is changed, for example, at FPS below 30, the folding of the models on the screen is reduced, and at 60, on the other hand, it moves). Other possible factors that add to the level of detail are the speed of moving the object (you can hardly look at a rocket in Russia, and the axis of the ravlik is easy), the importance of the character from the game point of view (take the same football - for the model, engraving, like you, you can twist more foldable geometry and textures, you can do it closer and more often). Here everything is to be deposited in the form of bazhan and the possibilities of a particular retailer. Golovne - do not overdo it, parts of that commemorative change equal to the details are worked out.

Нагадаю, що рівень деталізації не обов'язково відноситься тільки до геометрії, метод може застосовуватися і для економії інших ресурсів: при текстуруванні (хоча відеочіпи і так використовують міпмапінг, іноді є сенс міняти текстури на льоту на інші, з іншою деталізацією), технік освітлення (near objects follow the folding algorithm, and distant ones - for forgiveness), the texture technique (collapsing parallax mapping is used on near surfaces, and normal mapping on distant surfaces) is thin.

It’s not so easy to show the butt from the grit, from one side, that I can see the world LOD zastosovuetsya mayzhe in the skin grі, from the other side - clearly show you don’t have to go out, otherwise there would be little sense in the LOD itself.

But on this butt, it’s still clear that the closest model of a car can have the maximum detail, two or three cars can be approached even closer to the second level, and all far away can be seen simple, the axis is less important: rear-view mirrors, license plates, numbers dodatkova light engineering. And in the next model, there is no way to cast shadows on the road. Tse і є level of detail algorithm y ії.

global illumination

The realistic lighting of the scene is modeled smoothly, the leather floor is light on the truth, bagatorazovo, it breaks and breaks, the number of these lights is not surrounded. And in 3D rendering, a lot of people seem to be very close to the possibilities of roses, whether a scene is a simplified physical model, and the image, which is taken as a result, is less close to reality.

Lighting algorithms can be divided into two models: direct or local illumination and global illumination (direct or local illumination and global illumination). The local model of illumination of the vicorist rozrahunok of direct illumination, light from the core of the light to the first peretina of the light with an opaque surface, the interaction of objects between themselves is not protected. If such a model is to be compensated for by adding background or ambient (ambient) lighting, it is also easier to approximate, even more simply lighting in the form of indirect changes in the light, if you set the color and intensity without direct lighting.

Tієї well trasuvannyam exchanges are illuminated on the surface only by direct exchanges in the light of the light and whether it is on the surface, in order to be visible, it is to be blamed for the light of the light. Which is not enough to achieve photorealistic results, except for direct lighting, it is necessary to protect and secondarily illuminate it from other surfaces. At the real light, the change of light shines on the surface of a sprig of times, the docks do not go out at once. Sleepy light, which passes through the window, illuminates the whole room as a whole, although the change cannot reach all surfaces without intermediary. The more bright the light is, the more time you will be kind. The color of the surface, which reflects, also pours into the color of the fermented light, for example, a red wall made a red flame on a susland object of a white color. The axis of the initial difference, rozrahunok without the adjustment of the secondary lighting and with the adjustment of this:

In the global lighting model, global illumination, lighting is redeemed with the improvement of the infusion of objects one on one, the bagatorase and the bending of the change of light in the surface of the objects, caustics (caustics) and subsurface scattering (subsurface scattering) are protected. This model allows you to take a more realistic picture, but also complicates the process, with significantly more resources. Based on global illumination algorithms, we will briefly look at radiosity (indirect illumination illumination) and photon mapping (global illumination illumination based on photon maps, which are backed up for additional illumination). Є і спрощені методи симуляції непрямого освітлення, такі, як зміна загальної яскравості сцени залежно від кількості та яскравості джерел світла в ній або використання великої кількості точкових джерел світла, розставлених по сцені для імітації відбитого світла, але все ж таки це далеко від справжнього алгоритму GI .

The radiosity algorithm performs the process of rozrahunka of secondary changes of light from one surface to another, as well as from another medium to objects. Changes from the dzherel of light are traversed until the feast, until their strength decreases lower than the song rіven, or the change reaches the song’s quantity of vidbitkiv. The GI technique has been expanded, the calculation should be counted before rendering, and the results of rendering can be tweaked for rendering a real hour. The main ideas of radiosity are based on the physics of thermal transfer. The surface objects are divided into small plots, called patches, and are accepted, which will lightly shine evenly on all sides. Replace the rosary of the skin promenade for the dzherel svіtla, vikoristovuetsya technique of averaging, which razdilya dzherel svіtla on patches, spiraling on equal energy, like a stench you see. Tsya energy is spread between patches on top proportionally.

Another method of global illumination distribution is Henrik Wann Jensen, the method of photon mapping. The selection of photonic maps is the main algorithm for the development of global illumination, the foundations for tracing changes and the selection of imitations of the exchange of light with scene objects. Algorithm rozrakhovuyutsya second time changes, broken light through the gaps on the surface, rozsiyani vіdbitya. This method is based on the illumination of a point on the surface in two passes. For the first one, there is a direct tracing of light changes with secondary inputs, the same is the forward process, which is reversed before the main rendering. For whom all the methods are protected by the energy of photons, as if they were shining light to the objects of the scene. If the photons reach the surface, the cross point, that photon energy is directly saved in the cache, the titles of the photon map. Photocards can be stored on a disk for a vague copying, so as not to bleed through the skin of the frame. When photons are beaten, dots are fired, the docks of the robot do not chirp after the song number is displayed, or when the song energy is available. In another rendering pass, the lightening of scene pixels is increased by direct exchanges, with data savings, savings from photon cards, the energy of photons is added to the energy of direct lighting.

Global illumination rosettes, vicarious, have a large number of secondary sights, take up more, lower direct-light rosettes. Іsnuyu tekhnіkі for hardware rozrahunka radio in real time, yakі vikoristovuyut possibilitа vіdоchіpіnіh vіdeochipіv vіdоnіh genovіnіh, аlѕu stuї scho, for yії rozаhovієєlne svіlіnі svіlіnіna na realtime, owe buti to do simple without simplіch algorithms.

And yet the axis has been victorious for a long time - it is so statically transferred to global lighting, which is acceptable for scenes without changing the camp of the light of that great object, as if it is strongly poured into the lighting. Even if the position of the global lighting does not lie down in the position of the poster, and as the scene does not change the position of such objects in the scene and the parameters of the lighting, it is possible to win back the lighting value. Tse vykoristovuyut at rich games, taking data from GI roses from viewing lightmaps (lightmaps).

Establish and adopt algorithms for simulating the global visibility of dynamics. For example, there is such a simple method for matching in additions to the real time, for rendering indirect lighting of an object in a scene: simple rendering of all objects with reduced detail (because of the fact that lighting is important for), a cubic map of low light you can also tincture for rendering dynamic renderings on the surface of the object), then filtering the texture (a few passes through the blur filter), and then casting for lighting the object of data from the reddened texture as an addition to direct lighting. In vipads, if the dynamic view is important, you can use static radiosity maps. The butt with the MotoGP 2 gri, on what kind of good you can see the friendly injection of such a simple GI imitation:



Even more often food for many gamers and novice game authors.

Shader (eng. shader - shading program) - the whole program for a video card, which is rendered in 3d graphics for understanding the residual parameters of an object or an image, can include a layer of claying and shading of light, texture overlay, debuffing and breaking, shading, shading surface and large number of other parameters.

Shaders are small, so to speak, "scripts for a video card". It is allowed to simply achieve such different special effects and effects.

Trapped by pixels (working from images - either with the screen on top, or with textures) and vertices (working with 3D objects). For example, for the help of pixel shaders, such effects are implemented, such as 3D textures (bump), parallax textures, sunshafts a la Kriz, change in range, just change in Russian, animated textures (water, lava,... ) , HDR, smoothing, shadows (according to the ShadowMaps technological process) and more. Use vertex shaders to animate grass, heroes, trees, to animate wind on water (like big ones), etc. The effect is more foldable (slower, more modern) - more commands are required in the shader code. Ale shaders of different versions (1.1 - 5.0) adjust the number of commands differently: the higher the version, the more commands can be added. For this reason, technological processes cannot be implemented on young shaders. For example, the new Dead Space 2 requires a third version of shaders (and pixel and vertex) - shards in a new lighting model, so it is possible to implement only on 3 and a higher version of shaders.

Shader options

In the fallow stage of the pipeline, shaders are divided into sprat types: vertex, fragment (pixel) and geometric. Well, in the new types of pipelines, there are also tessellation shaders. We won't seriously talk about the graphics pipeline, I respect all that I won't write about a separate article, for those who want to deal with the necessary shaders and that graphics programming. Write in the comments how you like it, I'll give you information, cook for an hour.

Vertex shader:
Use vertex shaders to create animations of heroes, grass, trees, to create wind on the water and many other speeches. The vertex shader programmer has input data related to vertices for example: vertex coordinates in space, її texture coordinates, її color and normal vector.

Geometric shader:
Geometric shaders are ready to create new geometry, and you can tweak the creation of particles, change the details of the model on the fly, shape the silhouettes thinly. On the view of the front vertex, ready to work on one vertex, and the other primitive. A primitive can have a tricot (2 vertices) and a tricot (3 vertices), and with the presence of information about sumit vertices (English adjacency) for a tricot primitive, up to 6 vertices can be cut.

Pixel shader:
Pixel shaders are used for texture overlay, light, and different texture effects, such as fermentation, brokenness, fog, Bump Mapping and other Pixel shaders are similarly used for post-effects. The pixel shader works with moments of a bitmap image and with textures - processing data related to pixels (for example, color, depth, texture coordinates). The pixel shader is selected at the final stage of the graphic pipeline for the formation of an image fragment.

Podsumok: Shader - different effects on the picture, so you can edit your photo in different colors or different colors.

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