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Published: 11 August 2008 Publication History

Abstract

In this chapter we present the techniques and algorithms used for compelling storytelling in the context of the StarCraft II© real-time strategy game. We will go over some of the design goals for the technology used to empower our artists for both in- game and "story mode" settings as well as describe how the Blizzard art style influenced the design of the engine. Various aspects of our lighting pipeline will be unveiled, with a strong focus on several techniques making use of deferred buffers for depth, normals, and coloring components. We will show how these deferred buffers were used to implement a variety of effects such as deferred lighting, screen-space ambient occlusion and depth of field effects. Approaches with respect to shadows will also be discussed.

References

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{Calver04} Calver, D. 2004. Deferred Lighting on PS 3.0 with High Dynamic Range, ShaderX3: Advanced Rendering with DirectX and OpenGL (Shaderx Series), Engel, W. (Editor), Charles River Media, Cambridge, MA, November 2004
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{Shishkovtsov05}, Shishkovtsov, O. 2005. Deferred Shading in S.T.A.L.K.E.R., GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation (Gpu Gems), Pharr, M., Fernando, R. (Editors), Addison-Wesley, March 2005.
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{Koone07}, Koone, R. 2007. Deferred Shading in Tabula Rasa, GPU Gems 3, Nguyen, H. (Editor), Addison-Wesley, August 2007
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{RWPD05} Reinhard, E., Ward, G., Pattanaik, S. and Debevec, P. 2005. High Dynamic Range Imaging: Acquisition, Display, and Image-Based Lighting, Morgan Kaufmann; Har/Dvdr edition, August 2005
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{Mittring07} Mittring, M. 2007. Finding Next Gen -- CryEngine 2.0, Chapter 8, SIGGRAPH 2007 Course 28 -- Advanced Real-Time Rendering in 3D Graphics and Games, Siggraph 2007, San Diego, CA, August 2007.
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{ScheuermannTatarchuk04} Scheuermann, T. and Tatarchuk, N. 2004. Improved Depth of Field Rendering, ShaderX3: Advanced Rendering with DirectX and OpenGL (Shaderx Series), Engel, W. (Editor), Charles River Media, Cambridge, MA, November 2004
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{Demers05}, Demers, J. 2005. Depth of Field: A Survey of Techniques, GPU Gems: Programming Techniques, Tips and Tricks for Real-Time Graphics, Fernando, R. (Editor), Addison-Wesley, April 2004.

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  • (2024)Mesoscale explorer: Visual exploration of large‐scale molecular modelsProtein Science10.1002/pro.517733:10Online publication date: 18-Sep-2024
  • (2022)AOGAN: A generative adversarial network for screen space ambient occlusionComputational Visual Media10.1007/s41095-021-0248-28:3(483-494)Online publication date: 6-Jan-2022
  • (2018)Screen Space Ambient Occlusion Based Multiple Importance Sampling for Real-Time Rendering3D Research10.1007/s13319-017-0152-99:1(1-17)Online publication date: 1-Mar-2018
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cover image ACM Conferences
SIGGRAPH '08: ACM SIGGRAPH 2008 Games
August 2008
5354 pages
ISBN:9781450378499
DOI:10.1145/1404435
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 11 August 2008

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Cited By

View all
  • (2024)Mesoscale explorer: Visual exploration of large‐scale molecular modelsProtein Science10.1002/pro.517733:10Online publication date: 18-Sep-2024
  • (2022)AOGAN: A generative adversarial network for screen space ambient occlusionComputational Visual Media10.1007/s41095-021-0248-28:3(483-494)Online publication date: 6-Jan-2022
  • (2018)Screen Space Ambient Occlusion Based Multiple Importance Sampling for Real-Time Rendering3D Research10.1007/s13319-017-0152-99:1(1-17)Online publication date: 1-Mar-2018
  • (2017)Solid Angle Based Ambient Obscurance in Image SpaceAugmented Reality, Virtual Reality, and Computer Graphics10.1007/978-3-319-60928-7_31(350-368)Online publication date: 8-Jun-2017
  • (2016)Neural network ambient occlusionSIGGRAPH ASIA 2016 Technical Briefs10.1145/3005358.3005387(1-4)Online publication date: 28-Nov-2016
  • (2016)Optimized screen-space ambient occlusion in mobile devicesProceedings of the 21st International Conference on Web3D Technology10.1145/2945292.2945300(127-135)Online publication date: 22-Jul-2016
  • (2015)Aggregate G-buffer anti-aliasingProceedings of the 19th Symposium on Interactive 3D Graphics and Games10.1145/2699276.2699285(109-119)Online publication date: 27-Feb-2015
  • (2015)Contour-based polygonal ambient occlusion using a single-depth textureComputer Animation and Virtual Worlds10.1002/cav.156726:1(69-77)Online publication date: 1-Jan-2015
  • (2013)Real-Time rendering framework in the virtual home design systemTransactions on Edutainment IX10.5555/2554449.2554466(213-224)Online publication date: 1-Jan-2013
  • (2013)Multi-view ambient occlusion with importance samplingProceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games10.1145/2448196.2448214(111-118)Online publication date: 21-Mar-2013
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