CryENGINE 3: reaching the speed of light

September 17, 2010

We present the expertise of making the generalized and balanced real-time rendering pipeline. The techniques in this course notes are carefully filtered to provide the most reusable concepts for real-time graphics. The problem of efficient and compact data representation is discussed for the majority of stages of the rendering pipeline in CryENGINE 3.

The layered decomposition of the physically-based lighting model is discussed in details as well as the tools provided for complete artistic control over the image. The lighting consistency discussion of this chapter can be used as a checklist for design of an advanced real-time lighting pipeline.

 

More info:

http://advances.realtimerendering.com/s2010/index.html

http://www.graphics.cornell.edu/~jaroslav/gicourse2010/index.htm

Sponza Model

August 19, 2010

The Atrium Sponza Palace, Dubrovnik, is an elegant and improved model created by Frank Meinl. The original Sponza model was created by Marko Dabrovic in early 2002. Over the years, the Sponza Atrium scene has become one of the most popular 3D scenes for testing global illumination and radiosity due to it's specific architectural structure which is particularly complex for global illumination light.

However, nowadays it is considered as a simple model, thus it was decided to crate a new model with highly improved appearance and scene complexity. It is donated to the public for  radiosity and is represented in several different formats (3ds, Obj) for use with various commercial 3D applications and renderers.

Tangent Space Calculation

August 19, 2010

Martin Mittring contributed the chapter “Triangle Mesh Tangent Space Calculation” to the ShaderX4 book. This archive includes the sample application with it’s sources and the file TangentSpaceCalculation.h which was updated with a more relaxed copyright notice.

 

More info: http://www.shaderx4.com/errata.html