« Last post by JeGX on November 08, 2014, 12:28:36 PM »
Linux Mint 17 64-bit + R331.104 + GTX 680: works fine!
Like many other visual effects, games attempt to mimic transparent (or translucent as it’s often synonymously referred to in the games industry) objects as closely as possible. Real world transparent objects are often modelled in games using a simple set of equations and rules; simplifications are made, and laws of physics are bent, in an attempt to reduce the cost of simulating such a complex phenomenon. For the most part we can get plausible results when rendering semi-transparent objects by ignoring any refraction or light scattering in participating media. In this article we’re going to focus on a few key methods for transparency rendering, discuss the basics and propose some alternatives/optimizations which should be of use to anyone who hasn’t heard them before.
Over the course of the past few months, we have been re-evaluating our entire approach to image quality in Frostbite. Our overall goal has been to achieve a coherent and cinematic look while simplifying high-quality content creation for our game teams and artists. Moving to physically based rendering (PBR) was the natural way for us to achieve this.
This talk & detailed course notes covers what we’ve learnt during this R&D process and transition that we’ve gone through together with multiple game teams within Electronic Arts – all the different concepts & steps needed to transition a production game engine to PBR, including details that are often bypassed in the literature.
Version 0.8.0.0 - 2014.11.03
+ added new plugin based on FreeType-GL to eaily render true type fonts
(all gh_utils.ftgl_xxxxxxx() functions).
+ added support of omni-lights shadow mapping with cube shadow maps
+ added support of user clipping planes (gh_renderer.enable_state()/disable_state()).
+ added get_orientation_euler_angles(), get_absolute_orientation_euler_angles(),
get_orientation_vectors(), get_orientation_vector_z(), get_absolute_orientation_vectors()
get_absolute_orientation_vector_z() to gh_object lib.
! updated camera orientation. Now a camera's children are correctly oriented.
+ added copy_transform() to gh_object lib.
+ added detection of OS X 10.10 Yosemite.