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Techniques
yvt edited this page Dec 12, 2020
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This page lists the rendering techniques used in OpenSpades.
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Ocean Simulation -
r_water
-
Soft Sprite -
r_softSprite
- Enhanced Blending
- Shadowing
-
Shadow Maps -
r_modelShadows
for dynamic models - Cascaded Shadow Maps - MSDN
- Sparse Shadow Maps
- Variance Shadow Maps - Paper
- Virtual shadow maps (OpenSpades original!)
-
Shadow Maps -
- Local Illumination
- Ray-traced Volumetric Light -
r_fogShadow
, Nvidia's white paper - Physically based shading using Disney's principled BRDF and some crude approximations
- Ray-traced Volumetric Light -
-
Global Illumination -
r_radiosity
-
Simple Ambient Occlusion - this is done even when
r_radiosity
is set to0
- Ray-traced Ambient Occlusion
- Reflective Shadow Maps (CPU based implementation) - Paper
- Screen-Space reflections and refractions, hybrid w/planar reflections (OpenSpades original!) -
r_water 3
-
Simple Ambient Occlusion - this is done even when
- Post Processing
-
Screen-Space Motion Blur -
r_cameraBlur
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Fast Approximate Anti-Aliasing -
r_fxaa
-
Lens Simulation -
r_lens
- Hexagonal depth-of-field -
r_depthOfField
-
Screen-Space Motion Blur -
This wiki is in the middle of an update process to match the latest changes of OpenSpades 0.1.2
It may contain outdated, incorrect or incomplete information.
Please contact the repository owner (@yvt) via email or ask a question in the issue tracker if there is any obscure information you are looking for that can't be found in neither the source code nor in this wiki.