Demystifying Graphics in Video Games
by Michael Sukkarieh
Who am I?
Goals (What I hope you’ll know more about after listening to me talk for an hour)
“I just want to make games, why should I care about this?”
Visual representation of a game object
Triangle Mesh
Vertex Attribute Interpolation�
Material
Shininess:
Glossiness:
Normal Texture:
Diffuse texture:
Lighting
The image on the left is what GTA 5 looks like if we only had diffuse colors. The image on the right is after the black magic is done (note: it involved more than just lighting)
Source: http://www.adriancourreges.com/blog/
Diffuse and Specular reflection
Local (direct) Illumination
Global (indirect) illumination
The Graphics Pipeline
Render Target
Source: http://www.adriancourreges.com/blog/
“All these buffers were generated in about 1900 draw calls.”
Depth/Stencil Test
Shaders
Vertex Shader Stage
Pixel Shader Stage
Note: several steps that happen between the VS and PS are were skipped (like figuring out which pixels are covered by a given primitive)
More Advanced Topics
Forward vs Deferred Rendering
How Deferred Rendering Works
Point light geometry:
Post Processing FX
Post Processing FX Framework
Square made up of 4 vertices gets mapped to an image of the final frame
Questions ?
Thank you!