Game Development Reference
In-Depth Information
Forward+: A Step Toward
Film-Style Shading in Real Time
Takahiro Harada, Jay McKee, and Jason C. Yang
Modern GPU hardware along with the feature set provided by the DirectX 11
API provides developers more flexibility to choose among a variety of rendering
pipelines. In order to exploit the performance of modern GPUs, we believe it is
important to choose a pipeline that takes advantage of GPU hardware features,
scales well, and provides flexibility for artists, tech artists, and programmers to
achieve high-quality rendering with unique visuals. The ability to differentiate a
game's visual look from today's games, which modern computer-generated (CG)
films are extremely good at doing, likely will be a key for game graphics in the
future. However, the ability to produce high-quality renderings that approach
the styling in CG films will require great flexibility to support arbitrary data
formats and shaders for more sophisticated rendering of surface materials and
special effects.
Our goal was to find a rendering pipeline that would best meet these objec-
tives. We boiled things down to a few specific requirements:
Materials may need to be both physically and nonphysically based. Tech
artists will want to build large trees of materials made of arbitrary complex-
ity. Material types will likely be similar to those found in oine renderers
such as RenderMan, mental ray, and Maxwell Render shading systems.
Artists want complete freedom regarding the number of lights that can be
placed in a scene at once.
Rendering data should be decoupled from the underlying rendering engine.
Artists and programmers should be able to write shaders and new materials
freely at runtime for quick turnaround—going from concept to seeing results
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