Game Development Reference
Real-time rendering is an exciting field in part because of how rapidly it evolves
and advances to meet the ever-rising demands of game developers and game
players. In this section we introduce new techniques that will be interesting and
beneficial to both hobbyists and experts alike—these are technologies you can
expect to find in the very latest real-time rendering engines.
The first article in the rendering section is “Practical Planar Reflections Using
Cubemaps and Image Proxies,” by Sebastien Lagarde and Antoine Zanuttini.
This article discusses a very fast and ecient system for approximating dynamic
glossy and specular reflections on planar surfaces. The authors discuss the art
tools, strategies, and runtime requirements for the their system and provide code
snippets to help readers integrate a similar system into their own engine. The
authors also provide a video of their techniques on the accompanying DVD.
Our next article is “Real-Time Ptex and Vector Displacement,” by Karl Hilles-
land. This article discusses a technique for overcoming issues introduced by
texture seams particularly in the application of displacement maps where small
texturing errors can result in very noticeable surface artifacts and cracks. An
additional benefit of this system is that it eliminates the need for an explicit UV
In “Decoupled Deferred Shading on the GPU,” Gabor Liktor and Carsten
Dachsbacher describe a technique that leverages a unique G-Buffer structure to
reduce the amount of shading computation and memory footprint of an antialias-
ing deferred renderer that matches the quality of hardware multisample antialias-
ing (MSAA). The authors discuss an implementation that includes a stochastic
Our fourth article, “Tiled Forward Shading,” is by Markus Billeter, Ola Ols-
son and Ulf Assarsson. The authors describe a new and powerful rendering
system that combines the flexibility of forward shading with the eciency of
deferred rendering. In addition to greater flexibility this system also natively
supports hardware MSAA, transparency and heterogeneous materials. The au-
thors provide a detailed description of their implementation (full demo source
code available on the DVD) as well as a very thorough performance analysis.
Next is, “Forward+: A Step Toward Film-style Shading in Real Time,” by
Takahiro Harada, Jay McKee, and Jason C. Yang.
This article builds on the