XNA Final Engine Graphics


Dust.jpg
Rendered with version 1.0.

XNA Final Engine's graphic pipeline is composed of a deferred lighting renderer that works in high dynamic range and that has several photorealistic phenomena modeled.

Deferred Lighting Pipeline

DeferredLighting2.png
Deferred Lighting Stages: G-Buffer, Light Pre Pass (specular contribution and diffuse contribution), Material Pass and Post Process.

Color Representation and Treatment

Color is represented in HDR and a tone mapping is performed in the last stage. It also includes bloom, film grain and color grading (with both, lookup tables and parametric representation). RGBM ambient cube maps could be accessed as well.
The illumination is calculated in linear space and gamma space transformations are performed accordantly.

Screenshot-0069.jpg
Screenshot-0070.jpg
Tone Mapping and Auto Exposure. Top image: manual exposure, bottom image: auto exposure.

Light Clip Volumes and Stencil Optimizations

Ambient and directional lights are rendered using a full screen plane and ignoring the sky fragments. However spot and point lights use stencil optimizations as the proposed by Shawn Hargreaves.
The clip volumes implementation works fairly similar to Killzone 2 and they could be changed by light to remove light bleeding.

ClipVolumeModel.png
ClipVolumesTest2.jpg

Screen Space Ambient Occlusion

AmbientOcclusion.jpg

Particles

3D particles system based in Microsoft example. It was extended to include tiled particles and soft particles.

PaperFlying.jpg
The papers animation is stored in tiled particles. With a small cost the papers seems to be flying realistically.
Dust2.jpg
Soft particles allow a far better integration of the particles on the scene.

Transparent Objects

Transparent objects are sorted, lights association is performed automatically and the transparent material supports a fairly good number of lights.

Transparent objects.jpg
The windshield it is not influenced by the green radioactive spot light because of the attenuation function. The glasses material properties are exaggerated to show the influence of the lights better.

Split Screen

SplitScreen.jpg


Project description...

| CORE | GRAPHICS | AUDIO | INPUT | ANIMATIONS |

 | PHYSICS | EDITOR | USER INTERFACE | XBOX 360 |



Last edited Jan 24, 2013 at 5:27 PM by jischneider, version 63

Comments

No comments yet.