Shader version what. What is a shader? Just about folding for pochatk_vts_v

This instruction will help you install shaders in Minecraft and at the same time paint the game world for the light, adding dynamic shadows, wind and noise of grass, realistic driving and rich other.

Again, it means that the shader is heavily navigating the system, and if you have a weak video card or it is well-integrated, then it is recommended that you try to install that mod.

The installation consists of two stages, first you need to install the shader mod, and then add shaderpacks to the new one

KROK #1 - Shader mod installed

  1. Request and install Java
  2. Install OptiFine HD
    or ShaderMod;
  3. Unpacking the removal of archives from any place;
  4. The jar file is launched, because Vіn є іnstaler;
  5. The program will show you the way to the gri, if everything is correct, we press Yes, Ok, Ok;
  6. Let's go to .minecraft and create a folder there shaderpacks;
  7. We go to the launcher and bachimo in a row a new profile with the name "ShadersMod", if not, then I select it manually.
  8. Dali need to get shaderpacks

KROK #2 - Installing the shaderpack

  1. Get a shaderpack to click on you (list in the last article)
  2. Press keys WIN+R
  3. Go to .minecraft/shaderpacks. Since there is no such folder, create it.
  4. Move or change archives with shaders to .minecraft/shaderpacks. Guilty to visit such a path: .minecraft/shaderpacks/SHADER_FOLDER/shaders/[.fsh and .vsh files in the middle]
  5. Launch Minecraft and go Settings > Shaders. Here you can see the list of available shaders. Choose what you need
  6. In tweaked shaders, turn on "tweakBlockDamage", turn on "CloudShadow" and "OldLighting"

Sonic Ether's Unbelievable Shaders
Sildur's shaders
Chocapic13's Shaders
sensi277"s yShaders
MrMeep_x3's Shaders
Naelego's Cel Shaders
RRe36's Shaders
DeDelner's CUDA Shaders
bruceatsr44's Acid Shaders
Beed28's Shaders
Ziipzaap's Shader Pack
robobo1221's Shaders
dvv16's Shaders
Stazza85 super Shaders
hoo00's Shaders pack B
Regi24's Waving Plants
MrButternuss ShaderPack
DethRaid's Awesome Graphics On Nitro Shaders
Edi's Shader ForALLPc's
CrankerMan's TME Shaders
Kadir Nck Shader (for skate702)
Werrus's Shaders
Knewtonwako's Life Nexus Shaders
CYBOX shader pack
CrapDeShoes CloudShade Alpha
AirLoocke42 Shader
CaptTatsu's BSL Shaders
Triliton's shaders
ShadersMcOfficial's Bloominx Shaders (Chocapic13" Shaders)
dotModded's Continuum Shaders
Qwqx71"s Lunar Shaders (chocapic13"s shader)

From the global computerization, a great number of unreasonable terms have come to our world. Dealing with them all is not as easy as it seems at first glance. Many of them have a similar name, many of them have a wide functionality. The hour has come to find out what kind of shader is, the stars of the wines are known, it is now needed and such a new one.

Optimizer

Better for everything, thanks to minecraft, and that’s why they came to find out what it is. Varto once again means that the “shader” is understood calmly in the air and can “live” in the air. Just like that, like modi. That mіtsno pov'yazuvati tsі understand not varto.

Vzagali, the shader comes from programming, appearing as a helper for fahivtsy. Without a doubt, let's call this tool an optimizer, but really improve the picture in games. Otzhe, if you have already begun to approximately understand, well, let's move on to the exact clouding.

Tlumachennya

What is a shader? how to beat the processor of the video card. Qi tools are broken up by special mine. Fallow vіd priznachen can be different. After that, the shaders are intelligently translated into instructions to processors of graphics processors.

Zastosuvannya

Once again, signify that the zastosuvannya with a zagal is smartly acknowledged. The programs work with the processor of the video cards, and then, the stench works on the parameters of the objects and the image of the trivial graphics. The stench can vikonuvat masu zavdan, mid yakikh і robot z vіbrazhennyam, zalolennyam, darkening, effects zsuvu and іn.

Peredumova

People have been wondering for a long time what a shader is. Even before these programs, the retailers robbed everything manually. The process of forming an image from the actual objects is not automated. Persh nizh gra was born, the retailers independently engaged in rendering. The stinks worked with the algorithm, they made yoga pіd raznі zavdannya. This is how the instructions for applying textures, video effects, etc., were.

Obviously, some processes were still introduced into the work of video cards. Such algorithms could win out retailers. Ale їm nіyak could not impose their algorithms on the video card. Non-standard instructions could be read by the central processor, which would be better for graphics.

butt

To understand the difference, varto look at a couple of butts. It is obvious that GR rendering is sometimes both hardware and software. For example, everyone remembers the famous Quake 2. So the axis, the water in the gray could be just a blue filter, which means hardware rendering. And the axis behind the software vtruchannya appeared splashing water. Same story and CS 1.6. Hardware rendering gave more white sleeps, and software rendering added a pixelated screen.

Access

So it became clear that it is necessary to solve such problems. Graphic artists began to expand the number of algorithms that were popular among retailers. It became clear that all the "zapkhati" is impossible. The requirement was to provide specialists with access to the video card.

The first games appeared like Minecraft with mods and shaders, retailers were given the opportunity to work with GPU blocks in pipelines, which could be used for different instructions. So they began to create programs under the name "shader". For their creation, they specially developed the mov programming. So, video cards began to appear like a standard "geometry", and the instructions for the processor.

If such access has become possible, new programming possibilities have begun. Fahіvtsі could virіshuvati mathematical tasks on the GPU. Such rozrahunka became known as GPGPU. For this process, special tools were needed. Vіd company nVidia CUDA, Microsoft DirectCompute, as well as the OpenCL framework.

Tipi

The more people recognized that they were shaders, the more information about them was revealed about them. Three processors prikoryuvachі mali. Skin vouched for the author's type of shader. Over the years, they were replaced by a universal one. Leather maw complex of instructions, yakі odraz mali three types of shaders. Regardless of the day of work, the description of the skin type was saved up.

The vertex type was developed from the tops of the figures, yakі mayut rich faces. Here you can use a lot of tools on your way. For example, let's talk about texture coordinates, vectors and dots, bionormals or normals.

The geometric type of pratsyuvav not just with one peak, but with a whole primitive. Pixel art for processing fragments of raster illustrations and embossed textures.

In games

If you are looking for a shader for "Minecraft 1.5.2", then you, better for everything, just want to paint a picture in grі. So that it became possible, the programs went through “fire, water, that mid-trumpet”. Shaders were tested and re-oprated. As a result, it became clear that this tool may have advantages and shortcomings.

Obviously, the simplicity of folding different algorithms is a great plus. Tse i gnuchkіst, i pomіtne sproshchenya at the process of rozrobki gri, and also, i change vartosti. Virtual scenes become foldable and realistic. So the process of rozrobyka itself is becoming more complicated.

Of the few vartos, it is less likely to be those that happen to have one of the programming steps, and also to check that a different set of algorithms is placed on different models of video cards.

Installed

If you know the shader pack for Minecraft, you need to understand that there are a lot of underwater stones in the yoga installation. Irrespective of the already fading popularity of this gris, all the same, її vіddanі chanuvalniks are being abandoned. Graphics are not suitable for everyone, but 2017 has more rotations. Dehto vvazha, scho shader shaders stench can be improved. Theoretically, the assertion is correct. Ale, in practice, change a little.

Ale, if you still know how, on Minecraft 1.7, then, first of all, be respectful. The process itself does not show anything foldable. Before that, at the same time, be it a zavantazhuvanim file, instructions for how to install it. Gosh, you need to change the version of the gray shader. Otherwise, the optimizer does not work.

There is a lot of space on the Internet, where you can install and acquire such a tool. Dali need to unpack the archives in a folder. There you will find the file "GLSL-Shaders-Mod-1.7-Installer.jar". After the launch, you will be told the way to the gri, as if the wine is virny, then wait for all the next arrivals.

Then you need to move the "shaderpacks" folder to ".minecraft". Now it’s time to launch the launcher, you will need to go into the setup. Here, if the installation went correctly, the "Shaders" row will appear. From the list, you can choose the required package.

If you need shaders for Minecraft 1.7.10, then just know the shaderpack of the required version and work on it yourself. Unstable versions may circulate on the Internet. Sometimes they have to be changed, re-installed and shukati vіdpovіdny. Rather marvel at the videos and choose the most popular ones.

Entry

The world of 3D graphics, including gaming, in terms of terms. In terms that always seem to be the only correct definition. Some of these speeches are called differently, and on the other hand, the same effect can be called "HDR", "Bloom", "Glow", or "Postprocessing". More people boast about the rozrobnikov that the stench instilled in their graphics engine, it was unreasonable that reality has little to do with it.

The article was called to help you figure out what the deeds of these words mean, as they most often get used to such situations. Within the framework of this article, the language is far from being about all the terms of 3D graphics, but only about those, which have become more widespread in the last hour, as in the development of drawings and technologies, which are stagnant in game graphics engines and as naming graphics modern technologies. For the cob, I strongly recommend getting to know z.

It didn’t occur to you that it happened to you at the statutes of Oleksandr, that the sensation was almost from the early, s. These stats are already outdated, obviously, but the main ones, the most important and important data there. Let's talk about more "high" terms. Basic understanding about 3D real time graphics and attachments of the graphic pipeline is your fault. On the other hand, do not check mathematical formulas, academic accuracy and application of the code - the article is recognized as not for anyone. Terms

List of terms described in the article:

shader

A shader is a program for visual rendering of the surface of an object. You can also describe lighting, texture, post-processing too. Shaders grew from Cook's shade trees and Perlin's pixel stream language. Currently the most popular shader RenderMan Shading Language. shaders, displacement shaders, volume shaders, imager shaders... Digital shaders are mostly programmed by universal processors and do not interfere with hardware implementation. ), Quake Shader Language (id Software's bugs in the Quake III graphics engine, which described a buggy rendering) and other Peercy spivtovarishi developed a technique for programs with cycles and minds to win on traditional hardware architectures for the help of Rendering Rendering Man Decembers passed, as they were combined at the framebuffer. Movies have appeared later, like we can speed up hardware in DirectX and OpenGL. So the shaders were adapted for real-time graphics programs.

The videos were not programmed at an early hour, and they were only lately programmed (fixed-function), for example, the lighting algorithm was just fixing in the hole, and it was not possible to change anything. Then, videochip companies step by step introduced programming elements into their chips, some of them were even weaker (NV10, like NVIDIA GeForce 256, already built on a primitive program), so they didn’t take away the Microsoft DirectX API software for an hour, the possibilities were steadily expanding. Coming soon for NV20 (GeForce 3) and NV2A (video chip, freezes in the Microsoft Xbox game console), they became the first chips behind DirectX API hardware shaders. The version of Shader Model 1.0/1.1, which appeared in DirectX 8, was already tinkered, the skin shader (especially pixelated ones) could now have a little bit more and more than a little bit more typing commands. Nadal Shader Model 1 (SM1 for style) was enhanced with pixel shaders version 1.4 (ATI R200) ​​to show great flexibility, but also a little too small for capacity. Shaders at that time were written in the so-called assembly shader language, which is close to assembler for universal processors. This low rіven delivers a lot of folding for understanding the code of that programming, especially if the code of the program is great, even if it is far from the elegance and structure of modern programming languages.

The version of Shader Model 2.0 (SM2), having appeared in DirectX 9 (which was introduced by the ATI R300 video chip, which became the first GPU to introduce the shader model version 2.0), seriously expanded the capability of shaders in real time, propagating more and expanding the size of the shader . It was added the possibility of repainting from a floating lump in pixel shaders, which also became the most important enhancements. DirectX 9, especially in SM2, also introduced a high-level language shader language (HLSL), which is similar to C language. І efficient compiler that translates HLSL programs into low code, "intelligible" for hardware devices. Moreover, a number of profiles are available, which are recognized for different hardware architectures. Now the retailer can write one HLSL shader code and compile it with the help of DirectX into the optimal program for the video chip installed in the video chip. Next came chips like NVIDIA, NV30 and NV40, which improved the capability of hardware shaders even more by adding more advanced shaders, the capability of dynamic transitions in vertex and pixel shaders, the capability of selecting textures from vertex shaders and more. Since then, while there have been no changes, the stench will come to its senses closer to the end of 2006 in DirectX 10…

In general, the shaders have added to the graphic pipeline impersonal new possibilities such as transforming and brightening the vertices and customizing the pixels in the way that the retailers of a specific skin program want. And yet, the capabilities of hardware shaders are not yet disclosed in additions, even though the capabilities of the skin new generation of "glow" are increased, we will soon be able to achieve the same level of the RenderMan shaders themselves, as if they were made unattainable for game video screening. So far, in shader models of real time, which are supported by modern hardware devices, there are only two types of shaders: i (for the designated DirectX 9 API). In the future DirectX 10, they can be reached.

Vertex Shader (Vertex Shader)

Vertex shaders - all programs that are coded by video chips, that create mathematical operations with vertices (vertex, 3D objects in games are formed from them), otherwise, apparently, they give the ability to change programming algorithms to change the parameters of the vertices & Lighting). The skin vertex is defined by decals, for example, the position of the vertex in 3D space is defined by the coordinates: x, y and z. Vertices can be described by color characteristics, texture coordinates only. Vertex shaders, based on algorithms, change data in the process of their work, for example, calculating and recording new coordinates and/or colors. This is the input data of the vertex shader - data about one vertex of the geometric model, which is currently being processed. Select space coordinates, normal, color components and texture coordinates. The resulting data of the program serve as input for the lower part of the pipeline, the rasterizer performs linear interpolation of the input data on the surface of the tricot and for the skin pixel, the final pixel shader is used. A more simple and rough (alternately, I'm spoofing) example: the vertex shader allows you to take a 3D sphere object as a vertex shader to create a new green cube :).

Before the advent of the NV20 videochip, retailers had two ways, either to win the software algorithms that change the parameters of the vertices, or else to do all the rebuilding of the bi CPU (software T&L), or to rely on fixing algorithms in videochips, for additional hardware transformation (hardware transformation) T&L). The first DirectX shader model meant a great leap forward from fixing transformation functions and lighting vertices to more programming algorithms. It has become possible, for example, to implement the skinning algorithm again on video chips, and earlier it was only possible to use it on universal central processors. Now, with greatly improved capabilities for the hours of the NVIDIA chip, with vertices behind the help of vertex shaders, you can work even richer (crym їх sovrennia, hіba scho) ...

Apply that, how and de vertex shaders are installed:

Pixel Shader

Pixel shaders - all programs that are coded with a video chip for the rasterization time for the skin pixel of the image, stink to vibrate the textures and / or mathematical operations on the color and depth values ​​(Z-buffer) of the pixels. All instructions of the pixel shader are counted pixel by pixel, after the operations for transforming and lighting the geometry are completed. As a result of its work, the pixel shader looks like the end value of the pixel color and the Z-value for the next stage of the graphics pipeline, blending. The most simple example of a pixel shader, which can be implemented: banal multitexturing, just mixing two textures (diffuse and lightmap, for example) and overlaying the result of counting per pixel.

Before the advent of video chips with hardware-based pixel shaders, retailers were less able to perform superb multitexturing and alpha-blending, which simply separated the possibility of rich visual effects and did not allow rich work at the same time. If it is still possible to work programmatically with geometry, then with pixels - no. Early versions of DirectX (up to and including 7.0) always blew all the bumps on top of each other and pushed the marginal functionality by per-pixel lighting (probably EMBM - environment bump mapping and DOT3) in the remaining versions. Pixel shaders made it possible to lighten the surface, whether on a pixel-by-pixel basis, with a vicarious programmed materials by retailers. Pіkselnі versії shaders 1.1 (in rozumіnnі DirectX), scho z'yavilisya in the NV20, vzhe could not tіlki ROBIT multiteksturuvannya, ale i bagato іnshogo, Hoca bіlshіst Igor scho vikoristovuyut SM1, just vikoristovuvali traditsіyne multiteksturuvannya on bіlshostі poverhon, vikonuyuchi skladnіshі pіkselnі shader lishe on parts of the surface. creation of various special effects (we know that water is the most common example of pixel shaders in games). Now, after the appearance of SM3 and video chips that support them, the possibility of pixel shaders has already grown to the point where, with their help, you can create raytracing, let's go with some kind of exchanges.

Apply pixel shaders:

Procedural Textures (Procedural Textures)

Procedural textures - all textures that are described by mathematical formulas. Such textures do not take up space in the video memory, they are created by the pixel shader "on the fly", the skin element (texel) appears at the result of the selected shader commands. Procedural textures are most often used: different noise (for example, fractal noise), wood, water, lava, smoke, marmur, fire, etc., so that you can simply describe mathematically. Procedural textures also allow you to animate textures with little more than a small modification of mathematical formulas. For example, gloomy, shattered by a similar rank, they look decently enough both in dynamics and in statics.

The advantages of procedural textures also include the lack of detail level of skin texture detail, pixelation simply will not be, the texture will always be generated according to the size required for rendering. Animations are of great interest, with the help of which you can grow fluff on the water, without blocking the animation of transferring textures. Another advantage of such textures is that the more they are zastosovuєtsya in products, there is less work for artists (but more for programmers) over the creation of splendid textures.

Unfortunately, procedural textures did not take away the long-term lag in games, in real add-ons it is often easier to get the initial texture, video memory usage grows not every day, but more often, in the most recent ones, set more than 512 megabytes of video consumption, video memory will consume . What's more, do it more often to lookup later - to speed up the math in pixel shaders, use lookup tables (LUT) - special textures to compensate for the delayed values ​​that are calculated in the result. So don't take the number of mathematical commands for the skin pixel to the point of respect, just read the next calculation of the value from the texture. A little farther away, the stronger the accent is to blame for itself in the mathematical calculations, take the video chips of the new generation ATI: RV530 and R580, like skin 4 and 16 texture blocks in the fall of 12 and 48 pixel processors, obviously. While it's more like a language about 3D textures, even though two-world textures can be easily placed in the local memory of a small person, then 3D textures seem to be richer.

Apply procedural textures:

Bump Mapping/Specular Bump Mapping

Bumpmapping is the technique of simulating irregularities (otherwise modeling of microrelief, as it is more appropriate) on a flat surface without large scales and changes in geometry. For a skin pixel, the surface value is calculated based on the amount of light that comes from the value of a special height map called a bumpmap. Tse sound 8-bit black and white texture, that color value of the texture is not superimposed as a primary texture, but is drawn to describe the unevenness of the surface. The color of the skin texel determines the height of the visible point of the relief, large values ​​mean a greater height above the outer surface, and less, obviously, less. Chi navpak.

Steps of illumination of the point to lie down in the fall of the fall of the change of light. The smaller cut between the normal and the change of light, the greater the illumination of the point on the surface. So if you take an even surface, then the normals in the skin point will be the same and the illumination will also be the same. And if the surface is uneven (weather, practically all surfaces are true), then the normals in the skin point will be different. І clarification of the rіzna, in one point it will be greater, in the other - less. Sounds and the principle of bumpmapping - for modeling irregularities for different points of the polygon, normals to the surface are set, as they are corrected when calculating the illumination of the pixels. As a result, more natural images appear on the surface, bumpmapping gives great detail to the surface, such as unevenness on the celin, pores on the scales, etc., without increasing the geometric folding of the model, the scaling of the raster is carried out on the pixel level. Moreover, when changing the position of the dzherel, the light of illumination of these irregularities changes correctly.

Obviously, the vertex lighting is more simply numerical, but somehow unrealistically looking, especially with equal low-polygonal geometry, color interpolation for a skin pixel cannot produce a larger value, a lower value for the vertices. Therefore, the pixels in the middle of the tricutnik cannot be brighter, the lower fragments of the vertex. Also, the areas with a sharp change of illumination, so bright and bright, even close to the surface, are physically incorrectly displayed, and especially it will be remembered in dynamics. Obviously, often the problem of rozv'yazan zbіlshennyam geometrical folding model, її razbityam on іїї kolkіst vertices і trikutnіv, аlе optimal variant bude pіkselne svіtlennya.

For prodovzhennya, it is necessary to tell about warehouse lighting. The color of the dot on the surface is expanded as the amount of ambient, diffuse and specular storage light in the scene (ideally, light is often bad). The contribution of the value of the skin layer of light to lie in the middle of the zone of light and a point on the surface.

Warehouse lighting:

And now dodamo to what bumpmapping:

Rivnomirna (ambient) warehouse lighting is an approximation, "on the back" lighting of the skin point of the scene, in which all points hang the same and the lighting is similar to other places.
Diffuse (diffuse) warehouse lighting to fall in the position of the dzherel lighting and in the normal surface. Tsya warehouse lighting is different on the skin top of the object, which we hope for. Light does not fill the surface with the same sight.
Glare (specular) warehouse lighting is manifested in the glare of the light changing light on the surface. For її rozrahunku, krіm position vector dzherel light and normal, two more vectors are drawn: the vector of direct look and the vector of image. The specular model is hanging upside down by chanting Phong (Phong Bui-Tong). Cіdbliski istotno zbіlshuyut realіstіchnіstіnі izobrazhennya, even rіdkіsnі realnі surfіnі not vіdbіvayut svіtlo, specіalna vіdіlna vіdzhe important. Especially in Russia, to those who can see the change in the position of the camera or the object itself by looking at the view. Nadal, the successors foresaw other ways of calculating the cost of warehouse, folding (Blinn, Cook-Torrance, Ward), which was used to protect the energy of the light, which was dyed with materials and that rose from a diffuse warehouse.

Also, Specular Bump Mapping goes like this:

And marveling at the same on the butt, Call of Duty 2:


The first fragment of the picture - rendering without bumpmapping () in front, the other (right-handed-above) - bumpmapping without blissful warehouse, the third one - with a normal value of the blissful warehouse, as it is in gray, and the rest, righthand-bottom - with the maximum possible specular warehouse values.

When it comes to the first hardware blocking, Emboss Bump Mapping became the most popular for hours in video cards based on NVIDIA Riva TNT chips, the technology of that time was very primitive and did not take a wide block. The next new type was becoming Environment Mapped Bump Mapping (EMBM), but the hardware support in DirectX at that time only reduced Matrox video cards, and again it became more obedient. Then came Dot3 Bump Mapping and video cards of that hour (GeForce 256 and GeForce 2) took three passes in order to implement such a mathematical algorithm again, shards of stink are surrounded by two textures, which are simultaneously beaten. Starting with NV20 (GeForce3), it became possible to work on your own in one pass for additional pixel shaders. Give more. Began to zastosovuvati efficient tehnіkі, so yak.

Apply bumpmapping in games:


Overlay maps zsuvu (Displacement Mapping) є by the method of adding details to three-dimensional objects. On Vіdmіn vіd bampmapіnga, by the first PopKickle Method, if the cards of the hanging is correctly modulating, the elder of the dots, ale is not a sni-ї ї ї ї ілосію сбілення деёє ї ї ілузію сбіленный старовна страшні, сміщенный дозвальный отрими вритовай проста проста по ракольів, without obmezhen, power popіkselnym methods. This method changes the position of the vertices of the tricutniks, destroying them for the normal by a value, varying from the value of the zsuvu maps. Displacement map - select a black and white texture, and the value of it is the height of the skin point on the surface of the object (values ​​can be taken as 8-bit numbers 16-bit numbers), similar to a bumpmap. Often maps of displacement are victorious (in which direction stinks are called maps of heights) for the alignment of the earth's surface with hillocks and depressions. Since the relief of space is described by a two-world displacement map, it can be visually easily deformed if necessary, so it is less necessary to modify the displacement map and render on the basis of the surface in the next frame.

Preliminary creation of the landscape for the help of the overlay of maps used is presented in the image. We saw 4 vertices and 2 polygons, as a result, we saw new things in the landscape.

The great advantage of imposing maps is not just the ability to add details to the surface, but practically outside the creation of the object. A low-poly object is taken, split (tessellated) into a greater number of vertices and polygons. The vertices that are removed as a result of the tessellation are then shifted by normals, appearing from the value read in the shift map. As a result of folding a 3D object from a simple, vicarious displacement map:


The number of tricks created during tessellation can be large enough to convey all the details that are given by the sound map. Some additional tricots are created automatically for the help of N-patches or other methods. The maps of the image are more likely to be mixed together with bumpmapping for the creation of detailed details, where the correct lighting of the pixels is sufficient.

The overlay of maps shifted in the past took away the support in DirectX 9.0. This was the first version of this API, which introduced the Displacement Mapping technique. DX9 supports two types of displacement map overlays, filtered and presampled. The first method will be loaded with the MATROX Parhelia video chip, and the other one - with the ATI RADEON 9700. The filtered method is modified, which allows you to change mip-levels for displacement cards and to set trilinear filtering for them. With this method, the mini-rise of the map is selected for the skin vertex on the basis of the distance from the vertex to the camera, so that the detail rive is selected automatically. In such a rite, it is possible to reach even more evenly breaking the stage, if trikutniks can be approximately the same size.

The overlay of maps of displacement can be essentially entered by the method of embossing geometry, the replacement of maps of displacement, reducing memory, the necessary detailing of the 3D model. Bulky geometrical data are replaced by simple two-world textures used, sound 8-bit or 16-bit. Tse reduce to the extent of memory and throughput required for the delivery of geometric data to the video chip, and the exchange rate is one of the headlines for modern systems. But well, with equal opportunities to the throughput and obsyagu memory, the overlay of the maps allows you to create richly folded geometrically 3D models. The stocking of models is significantly less folded, if there are dozens of hundreds of thousands of tricots and vicorists, one thousand, allowing you to speed up the animation. Abo polypshity, zastosuvshi folded complex algorithms and techniques, on zrazok imitation of fabrics (cloth simulation).

The other thing is that the zastosuvannya maps zsuvu transform folded polygonal trivial grids on a sprat of two-world textures, as a simpler way to convert them. For example, for organization it is possible to create a custom mip-map for overlaying physical maps. You can also use different methods for compressing textures, to create JPEG-like ones. For procedural creation of 3D objects, it is possible to tweak the default algorithms for two-world textures.

Ale, the maps of the shift may be and the deacons of the cold, the stench cannot be stagnant in all situations. For example, smooth objects, which do not avenge a large number of fine details, will be better represented by looking at standard polygonal meshes or other surfaces of the greater level, on Bezier curves. From the other side, more foldable models, so like a tree of chi growth, it is also not easy to show usunennia cards. And also the problems of sruchnostі їх zastosuvannya, tse may need to use special utilities, even if it’s even more convenient to create maps of the displacement (so you can’t go about simple objects, on the landscape). A lot of problems and obmezhennya, pritamannі maps usunennya, zbіgayutsya z such y, oskіlki tsі two methods in essence - two different manifestations of similar ideas.

As an example from real games, I'll bring a game, in which a selection of textures from the vertex shader, which appeared in NVIDIA NV40 video chips and shader model 3.0, is used. Vertex texture can be applied for a simple method of overlaying displacement maps, which will be visualized with a video chip, without tessellation (breaking into a larger number of tricks). Zastosuvannya such an algorithm obmezhenie, stink may sens, only if the cards will be dynamic, so change in the process. For example, here is a rendering of the great water surfaces, which is broken in the Pacific Fighters:


Normalmapping - a series of abbreviations of various types of bumpmapping techniques described earlier, expanded version. Bumpmapping the bumps of the cracks by Mlynts (Blinn) in 1978, the normals of the surfaces with this method of overlaying the relief are changed based on the information from the bump maps. In that hour, bumpmapping changes the normal for surface points more, normalmapping again replaces the normal for an additional selection of their values ​​from a specially prepared normal map (normal map). Color maps sound like textures with saving in them the overdetermined values ​​of normals, representing the visual components of the RGB color (in this case, there are special formats for normal maps, including squeezing), on the view of 8-bit black-and-bumpmap height maps .

Zagalom, like bumpmapping, it is also a "cheap" method for adding detail to models of a relatively low geometric folding, without using more real geometry, less protruding. One of the most common technical challenges is to increase the detail of low-poly models with the help of normal maps, eliminating the processing of such a model of high geometric folding. Normal maps allow for more detailed descriptions of surfaces that are porous with bumpmapping and allow for more folded shapes. Ideas from the acquisition of information from highly detailed objects were voiced in the mid-90s of the last century, but it was also about victoria. Later, in 1998, they presented ideas about the transfer of details in normal maps from high-poly models to low-poly ones.

Normal maps provide a more efficient way of capturing reporting data about surfaces, equal to simple variations of a large number of polygons. The only serious difference is that stinks are not very good for great details, even though normal mapping does not really add polygons and does not change the shape of the object, but only creates the visibility of it. The only thing is the simulation of details, with the improvement of lighting on the pixel level. On the extreme polygons of the object and the great kutah, the surface is already well remembered. Therefore, the most reasonable way to make normal mapping is to add detail to the low-poly model in order to save the main shape of the object, and to twist the normal map to add more details.

Normal maps sound based on two versions of the model, low poly and high poly. The low-poly model is composed of a minimum of geometry, the main forms of the object, and the high-poly model is composed of all the necessary maximum details. Then, for the help of special utilities, the stench will be compared one by one, the difference will be redeemed and saved in the texture, called the normal map. With the addition of additionally, you can tweak and bump map for even more detailed details, but you can’t create a model in a high-poly model (pores, other details of burial).

The normal maps on the back were represented by the visual RGB textures, the decomponents of the R, G and B color (from 0 to 1) were interpreted as the X, Y and Z coordinates. Normal maps can be of two types: with coordinates in the model space (half coordinate system) or tangent space (the Russian term is "dotik", the local coordinate system of the tricot). Most often, there is another option. If the normal maps are presented in the model space, three components are to blame, the shards can be represented all directly, and if the local coordinate system is tangent space, then two components can be used, and the third can be removed in the pixel shader.

Current programs of the real time do much to program the pre-rendered animation for the clarity of the image, the cost, the first for everything, the brightness of the lighting and the geometric folding of the scenes. The number of peaks and trikutniks, which are redeemable in real time, is fenced. To that, more important are the methods that allow you to reduce the quantity of geometry. Prior to normalmapping, some of these methods were expanded, and low-poly models navit with bumpmapping came out noticeably higher for folded models. Normalmapping even though it may be small (the most obvious - the model is left with a low-poly, which is easily seen on the її nezgrabny cordons), but the visual quality of the rendering is noticeably improved, leaving the geometric folding of the models low. The rest of the hour is good to see the increase in popularity of this technique and the victory in all popular gaming engines. The "fault" of this is the combination of the resulting capacity, which at once reduced to the geometric folding of the models. The technique of normal mapping can be established all over the place at once, all new games are played as widely as possible. Axis is only a short list of PC games with normal mapping options: Far Cry, Doom 3, Half-Life 2, Call of Duty 2, FEAR, Quake 4. All the stinks look much better, lower games of the past, including through the overflow of normal maps.

There is only one negative consequence of the stagnation of technology - the reduction of textures. Even if the normal map is strongly attached to those objects that can be seen, and there can be a great distribution of buildings, it may be possible to video memory and the throughput will be subdued (with narrowed normal cards). But at the same time, video cards with 512 megabytes of local memory are being released, the bandwidth is gradually increasing, and the methods of embossing are being expanded especially for normal cards, so small reductions are not really important, really. A greater effect is added, which gives normal mapping, allowing you to tweak low-poly models, reducing the power to memory for saving geometric data, increasing productivity and giving a good visual result.

Parallax Mapping/Offset Mapping

After normalmapping, which was further developed in 1984, Relief Texture Mapping was introduced by Olivera and Bishop in 1999. This is the method of overlaying textures, bases on information about clay. The method is not known for zastosuvannya in games, but yogo іdea has taken a continuation of the work on paraxmapping and yogo polypshennia. Kaneko in 2001 introduced parallax mapping, which became the first effective method for pixel-by-pixel mapping to the parallax effect. In 2004, the Welsh roci demonstrated paraxmapping on programming video chips.

This method, perhaps, may have the most different names. I’ll list those, yakі zustrіchav: Parallax Mapping, Offset Mapping, Virtual Displacement Mapping, Per-Pixel Displacement Mapping. The article has the first name for the style.
Parallax mapping is yet another alternative to bump mapping and normal mapping techniques, as it gives more awareness of surface details, more natural rendering of 3D surfaces, and also without a huge productivity cost. This technique is similar at the same time to the overlay of maps and normalmapping, which is in the middle between them. The method of the same assignments for displaying a larger number of surface details, lower for the exterior geometric model. It's similar to normalmapping, but it's different because the method creates texture overlays, changing texture coordinates so that if you marvel at the surface under different cuts, it looks swollen, although the surface is really flat and doesn't change. In other words, Parallax Mapping is the technique of approximating the effect of using points on the surface of the fallow in terms of changing the points of the gap.

Technique zsuvaє texture coordinates (this technique is sometimes called offset mapping) so that the surface looks more volumetric. The idea of ​​the method is based on the fact that to rotate the texture coordinates of those points, the de-vide vector is redrawn on the surface. If we use a pro-rahunka exchange (ray tracing) for a height map, but if it doesn’t matter, which can change a lot (“smooth” or “smooth”), then we can get around the approximation. Such a method is good for surfaces with heights, which change smoothly, without overflowing and great values ​​of sound. A similar simple algorithm is adapted to the normal mapping of the whole three with pixel shader instructions: two mathematical instructions and one additional texture selection. After the new texture coordinate has been calculated, it will be necessary to read further texture balls: the base texture, the normal map too. Such a method of parallax mapping on modern video chips is also effective, as it is a superimposition of textures, and the result is more realistic rendering of the surface, similar to simple normal mapping.

The altarpiece of the splendid paralaxmaping is surrounded by maps of heights with a small difference in value. "Cool" irregularities are handled incorrectly by the algorithm, different artifacts are declared, "floating" textures, etc. A lot of modified methods for improving the technique of paralaxmapping were developed. Dekіlka contributors (Yerex, Donnelly, Tatarchuk, Policarpo) described new methods to improve the cob algorithm. Maybe all the ideas are grounded on the tracing of changes in the pixel shader for the purpose of changing the details on the surface one by one. Modifications of the methods took away a number of different names: Parallax Mapping with Occlusion, Parallax Mapping with Distance Functio ns, Parallax Occlusion Mapping. For style it is called Parallax Occlusion Mapping.

The Parallax Occlusion Mapping method includes tracing variables to define the height and appearance of texels. Aje, when looking at the top of the texel to the surface texels, block one of the other, and, vrakhovyuch tse, you can add more depth to the effect of parallax. The rendering of the image becomes more realistic and such improved methods can be applied for a more deep relief, more suitable for the image of stone and stone walls, brukivki and іn. not perfect. The method itself can also be called Virtual Displacement Mapping or Per-Pixel Displacement Mapping. Look at the picture, it’s important to believe that ale stone brukivki here is just a pop-pixel effect:

The method allows you to effectively display the details of the surface without millions of vertices and tricks, which would be needed in the implementation of this geometry. When choosing a high level of detail (cream of silhouettes/facets), it will definitely clear up the animation. Such a technique is cheap, lower than the variation of real geometry, there is a significantly smaller number of polygons, especially in slopes with more detailed details. Zastosuvan to the algorithm is impersonal, and the best wine is suitable for a stone, or a similar one.

Also, the advantage is that the height maps can dynamically change (on top of the water with hairs, dirks in the sack at the walls and richly different). In shortcomings of the method - the presence of geometrically correct silhouettes (the edges of the object), even the pop-pixel algorithm and the correct displacement mapping. Natomist vіn zaoschadzhuє proizvodstvennіst vіglyadі vіdnіzhennya vantazhennіa іn transformation, ilіvlennya і animation geometry. To save video memory, it is necessary to save great obsessions of geometrical data. The advantages of the technique are that it is remarkably simple to integrate into the basic programs and to use the process of working with primary utilities, which is necessary for normal mapping.

Technique is already stagnating in real games for the rest of the hour. For the time being, we can do with simple parallaxmapping based on static height maps, without changing the coloring and remapping. Apply the axis to paraxmapping in games:

Postprocessing

In the broad meaning of the post-production - all those that appear after the main actions on the basis of the image. Otherwise, it seems, post-production - if you want to change the image after your rendering. Post-production is the collection of tools for the creation of special visual effects, and their creation is carried out immediately after the main work of the visualization of the scene of the viconan, so that when the post-processing effects are created, the image is ready to be rasterized.

A simple example from the photograph: you photographed the edge of the lake from the greenery in clear weather. The sky will come out even more brightly, and the trees over there will be dark. You take the photo with a graphic editor and start changing the brightness, contrast and other parameters for the images or for the whole picture. However, you can't change the settings of the camera anymore, you have to work on processing the finished image. Tse i є post-production. Or another example: seeing the background of a portrait photo and adding a blur filter to the center of the area for a depth of field effect with a greater depth. So, if you change or edit the frame with a graphic editor, you should do a post-production. Those same can work in grі, in real time.

Use the impersonal possibilities of image processing after rendering. Mustache, maybe, at graphic editors without so-called graphic filters. These are the ones that are called post-filters: blur, edge detection, sharpen, noise, smooth, emboss, etc. When you stop to 3D rendering in real time, you need to work like this - the whole scene is rendered in a special area, render target and after the main rendering, the image is further processed for additional pixel shaders and then displayed on the screen. From the effects of post-bringing in games, it is most common to win , , . Іsnuє and impersonal other aftereffects: noise, flare, distortion, sepia and іn.

The axis is a couple of yaskravyh buttov postobrobki in the game programs:

High Dynamic Range (HDR)

High Dynamic Range (HDR) for rendering up to 3D graphics - rendering for a wide dynamic range. The essence of HDR is in the description of intensity and color with real physical quantities. The primary model of the description of the image is RGB, if all the colors are presented in the total number of basic colors: red, green and blue, with a different intensity in the visible colors, the value is 0 to 255 for skin, coded with eight bits per color. The change from the maximum intensity to the minimum available for the specific model or attachment is called the dynamic range. Thus, the dynamic range of the RGB model becomes 256:1 or 100:1 cd/m2 (two orders of magnitude). Tsya model to describe the color and intensity is commonly called Low Dynamic Range (LDR).

The possible LDR value for all modes is clearly insufficient, the human being has a larger range, especially at low light intensity, and the RGB model is too short in such modes (the one for higher light intensities). The dynamic range of the gap of a person is 10 -6 to 10 8 cd / m 2 tobto 100000000000000: 1 (14 orders). At the same time, the entire range of mi cannot be bachiti, but the range visible by the eye of the skin at the moment to the hour is approximately 10000: 1 (by several orders of magnitude). ZIR is brought to the meaning of the Іnshio part of the Diapanone Oswet dealers, for the complement of the so-called adaptation, Yaku is easy to describe the situations in the vimcons of Svіtla in KIMNATІ in the darkness of the cat - the Spinal of Ochі Baggy is a little, ale, Alah, adapt to the minds of Oswellennya, Scho Zmіnili richer more. Those same traplyatsya and at the turning change of the dark middle in the light.

Also, the dynamic range of the RGB description model is not enough for the representation of the image, like a person’s vision in reality, the model can significantly change the value of light intensity in the upper and lower parts of the range. The widest butt, of guidance in HDR materials, is an image of a darkened place with a window on a yaskrava street on a sunny day. From the RGB model, you can either take a normal view of the one you know outside the window, or only those that are in the middle of the room. Values ​​greater than 100 cd/m 2 LDR are shaped, which is the reason why in 3D rendering it is important to correctly display the bright light, directing it directly into the camera.

It is not possible to observe the data itself seriously yet, but to observe LDR in cases of maj sens, it is possible to achieve the real physical values ​​of the intensity and color (or linearly proportional), and display the maximum of what is possible on the monitor. The essence of giving HDR to win the value of intensity and color in real physical quantities or linearly proportional and in the fact that not the whole number, but the number with a dot, which floats, with great accuracy (for example, 16 or 32 bits). Tse znіmaє zamezhennya RGB, and the dynamic range of the image is seriously increased. But then again, HDR images can be displayed on a custom image (besides, RGB monitors), with the maximum possible brightness for the help of special algorithms.

HDR rendering allows you to change the exposure after you have rendered the image. Gives the ability to mimic the effect of human adaptation (moving from bright open spaces to dark places and navpak), allows you to achieve physically correct lighting, and also unify solutions for zastosuvannya effect, blurres, blurres, post-improvements. Algorithms for image processing, color correction, gamma correction, motion blur, bloom and other post-processing methods to improve HDR representation.

In additions to 3D real-time rendering (igames, basically), HDR rendering began to be tweaked not so long ago, even though it still needs to calculate that render target tricks in floating point formats, as it was previously only available on video chips with DirectX 9. in games like this: rendering the scene to a buffer in floating point format, post-processing an image in a wide color range (changing contrast and brightness, color balance, effects glare and motion blur, lens flare and similar), tone mapping for displaying sub-bag HDR images on LDR pristry vіdobrazhennya. Other twisted environment maps (environment maps) in HDR formats, for static renderings on objects that are stuck HDR in imitation of dynamic distortions and renderings, for which dynamic maps can also be twisted in floating point formats. To which you can add more lightmaps (light maps), for further insurance and savings in HDR format. Bagato from the overexploited was crushed, for example, in Half-Life 2: Lost Coast.

HDR rendering is more complex for complex post-processing with higher brightness due to the most powerful methods. The same bloom looks more realistic with the roses of the HDR model. For example, as developed by Far Cry and Crytek, there are standard methods for HDR rendering: bloom filters, Kawase representation and tone mapping operator Reinhard.

It's a pity, in some cases, Igor retailers can add under the name HDR just a bloom filter, which is redeemed at the LDR wide range. I want more part in what can be done in games with HDR rendering, and if bloom has a better quality, then HDR rendering does not have to be surrounded by this post-effect, it's just easier to do it.

Other ways to apply HDR rendering to real-time add-ons:


Tone mapping - this is the process of converting the HDR range of clarity to the LDR range, which can be added to a video output, for example, a monitor or a printer, so as to display HDR images on them, while converting the dynamic range and the color scheme of the LDR, the most dynamic model of HDR, the most dynamic model of HDR, is the most dynamic model of HDR Even the range of clearness, HDR representations, is also wide, the order of magnitude of the absolute dynamic range is one hour, in one scene. And the range that can be performed on the primary outbuildings (monitors, televisions) becomes less than two orders of magnitude in the dynamic range.

The transformation from HDR to LDR is called tone mapping, it is costly and imitates the power of the human mind. Such algorithms are called tone mapping operators. Operators subdivide all values ​​of brightness in the image into three different types: dark, medium and bright illumination. On the basis of the assessment of the brightness of the midtones, the bright lightness is corrected, the values ​​of the brightness of the pixels of the scene are redistributed in order to increase the lightness of the light range, the dark pixels are illuminated, and the bright ones are darkened. Then the largest possible pixels of the image are brought up to the range of the visualization or the visual model of the image. On the next picture, the HDR image is simply reduced to the LDR range, linear transformation, and before the fragment in the center of the blockages, the tone mapping operator is more folded, which works as described above:

It can be seen that only from the stoppage of non-linear tone mapping it is possible to capture the maximum details from the image, and if you bring HDR to LDR linearly, then it’s just ruining a lot of rubbish. There is no single correct tone mapping algorithm, it has a few operators, which can give good results in different situations. Axis butt of two different tone mapping operators:

Together with HDR rendering, lately tone mapping has started to get stuck in games. It has become possible to optionally mimic the power of the human mind: the loss of warmth in dark scenes, the adaptation of new minds of lightening during transitions from the arc of bright areas to dark and navpak, sensitivity to a change in contrast, color ... The first screenshot shows an image, like a gravel, which only turned from a dark place to a brightly illuminated open space, and the other one shows the same image a couple of seconds after adaptation.

Bloom

Bloom is one of the cinematic effects of post-production, for the help of such a brighter picture, the pictures will be even brighter. The effect is like a bright light, which is seen in the light that looks like a bright surface, if the bloom filter is so bright on the surface, it does not just take away the additional brightness, the light in them (halo) often bleeds into the dark areas, but in the frame. The easiest way to show on the butt:

In 3D graphics Bloom filter to fight for additional additional post-processing - zmіshuvannya smeared by the blur filter to the frame (the whole frame or a few bright areas, the filter will sound zastosovuєtsya splendor once) and the output frame. One of the most frequently blocked in games and other real-time additions is the bloom post-filter algorithm:

  • The render scene is at the framebuffer, the intensity of the glow (glow) of the object is written to the alpha channel of the buffer.
  • The framebuffer is copied to a special texture for processing.
  • Razdіlna zdatnіst texture changes, for example, 4 times.
  • Before the image, a blur filter will be added once again based on intensity data recorded in the alpha channel.
  • The image will be removed from the original frame by the framebuffer, and the result will be displayed on the screen.

As well as seeing post-buffs, bloom is more likely to stutter when rendering to high dynamic range (HDR). Additions of a final image bloom filter from 3D applications in real time:

motion blur

Motion blur in Russian (motion blur) is seen when photographing and filming through the movement of objects at the frame for an hour of exposure to the frame, at that hour, if the shutter of the lens is open. The camera captures (photo, cinema) the frame does not show a sign, the captures are mittevo, with zero trivality. Through technological intermediation, the frame shows a certain gap to the hour, for the whole hour the objects in the frame can be moved to the same position, and as it happens, then all the positions of the object, which collapses, for the hour of the opening shutter of the object, will be presented on the frame at the look of the smeared image by the vector roc . So it turns out that the object moves around the camera or the camera moves around the object, and the magnitude of the zooming gives an indication of the magnitude of the movement of the object.

Trivial animation, leather has a specific moment to the hour (frame) of the object being stitched behind the same coordinates in the trivi- mer space, similarly to a virtual camera with an infinitely swept visor. As a result, smearing, similar to that possessed by the camera and the human eye, when looking at the objects, which are rapidly collapsing, in the daytime. Tse looking unnatural and unrealistic. Look at a simple butt: a sprinkling of spheres wrap around like an axis. The axis of the image of that, how the whole ruh is seen with the masking and without it:

Behind the images without blurring it is impossible to say that the spheres are collapsing, just like motion blur gives a clear indication of the speed and directly the movement of objects. To say the least, the appearance of blurring in Russia is the reason why the ROH in games at 25-30 frames per second is given a thumbs up, although the movie and video at these parameters of the frame rate looks miraculous. To compensate for the daytime blurring in Russian Bazhan, either a high frame rate (60 frames per second or more) or a different method of additional image processing to emulate the effect of motion blur. It is necessary to stop and to improve the smoothness of the animation and for the effect of photo and cinematic realism at once.

The simplest motion blur algorithm for real-time programs is used in the most recent way to render a streaming frame of data from the front frames of an animation. And yet more efficient modern methods of motion blur, as they do not flash front frames, but are grounded on the vectors of the objects near the frame, also giving one more post-processing step to the rendering process. The blurring effect can be like a full-screen (begin to shy post-buff), so for a few objects, which are most shvidko collapse.

It is possible to freeze the motion blur effect in games: all racing games (to create the effect of a very high speed and to freeze when watching TV-like replays), sports games (repeat the same, and in the grid itself you can freeze for objects that they crash hard, pucks on balls), fighting games (cold cold shots, hands and arms), a lot of other games (for an hour of internal game trivi- mer rollers on the engine). Axis apply post-effect motion blur s ihor:

Depth Of Field (DOF)

Depth of field (depth of sharpness), in short, the appearance of objects in the fallow in the position of how the camera is focused. In real life, in the photographs and in the cinema, however, not all objects are clearly visible, it is connected with the peculiarity of the eye and the attachment of the optics of the photo and cinema cameras. Photographs and film optics have a clear view of the camera, objects that are placed on such a view of the camera, are located at the focus and look sharp in the picture, and more distant from the camera, or objects that are close to it stand out with zbіlshenny or reduced vіdstanі.

Yak you figured out that this is a photo, not a rendering. In computer graphics, the skin object of the rendered image is perfectly clear; Therefore, in order to achieve photo and cinematic realism, it is necessary to develop special algorithms, which are similar for computer graphics. These techniques simulate the effect of a different focus of objects that are on different windows.

One of the most wide-ranging methods for rendering in real time is to mix the original frame with that blurred version (spread through the blur filter) based on data about the depth of image pixels. In games, for the effect of DOF, it is necessary to stop the game, for example, all the video clips on the GR engine, repeat in sports and racing games. Apply depth of field to a real hour:

Level Of Detail (LOD)

The level of detail in 3D add-ons is the same method of reducing the complexity of rendering a frame, changing the overall number of polygons, textures and other resources in the scene, and significantly reducing the complexity. A simple butt: the main character model is made up of 10,000 polygons. In the Tih Vipadkov, if in the scene, Shaho is trying to dry out, Vіn Roshkashovyi to Kamery, Majdstan, Ale, Vicked Vіdstanі Vіd Kamen in Pіdsumkova Zobrennі Vіn Timatim Lishe Kilka Pіkselіv, І SENSA in Oblobatі Schіhkh. Possibly, hundreds of polygons will suffice in any case, or even a couple of pieces and a specially prepared texture for such a modified model. Obviously, on the middle days, there can be a sensation of winning a model, which is composed of a large number of knitwear in a larger, lower in the simplest model, and in a smaller, lower in the most folding.

The LOD method is used when simulating the rendering of trivial scenes, with varying degrees of folding (geometric or otherwise) for objects proportional to the distance between them and the camera. The method is often challenged by retailers and reduces the number of polygons at the scene and increases productivity. With a close fit to the camera, the models with a maximum of details (the number of tricots, the size of the textures, the folding of the texture), for the maximum possible sharpness of the picture and the navpak, when the models are farther away from the camera, the models are vicorated with a smaller number of tricots - greater rendering cost. Changing the folding, adding the number of tricouts in the model, can be done automatically on the basis of one 3D model of maximum folding, and maybe - on the basis of a number of orders for preparing models with a different level of detail. Vicoristic models with less detail for different views, the complexity of rendering is reduced, but may not increase the overall detail of the image.

The method is especially effective, since the number of objects near the stage is large, and the stench is scattered around the different windows in the camera. For example, take a sports game, such as a simulator for hockey and football. Low-poly models of characters are victorious, if the stench is far from the camera, and when the models are close, they are replaced by others, with a large number of polygons. This butt is even simpler and in a new way the essence of the method is shown on the basis of two equal details of the model, but no one cares to create a small amount of equal details in order to ensure that the effect of changing the LOD is not commendable, so that the details increase in the world of observation.

Crimium in front of the camera, for LOD can be different values ​​and other factors - the total number of objects on the screen (if there is one or two characters in the frame, then folding models will win, and if 10-20, the stench will switch to simple) or the number of frames on the screen second (the inter-value of FPS is set, for which the level of detail is changed, for example, at FPS below 30, the folding of the models on the screen is reduced, and at 60, on the other hand, it moves). Other possible factors that add to the level of detail are the speed of moving the object (you can hardly look at a rocket in Russia, and the axis of the ravlik is easy), the importance of the character from the game point of view (take the same football - for the model, engraving, like you, you can twist more foldable geometry and textures, you can do it closer and more often). Here everything is to be deposited in the form of bazhan and the possibilities of a particular retailer. Golovne - do not overdo it, parts of that commemorative change equal to the details are worked out.

Foretold scho rіven detalіzatsії not obov'yazkovo vіdnositsya tіlki to geometrії method Mauger zastosovuvatisya i for ekonomії іnshih resursіv: the teksturuvannі (Hoch vіdeochіpi i so vikoristovuyut mіpmapіng, іnodі Je Sens zmіnyuvati texture on lotu on INSHI, s іnshoyu detalіzatsієyu) tehnіk osvіtlennya (near objects are displayed by the folding algorithm, and far away - for forgiveness), the texture technique (folding parallax mapping is used on the near surfaces, and normal mapping on the far ones) is thin.

It’s not so easy to show the butt from the grit, from one side, that I can see the world LOD zastosovuetsya mayzhe in the skin grі, from the other side - clearly show you don’t have to go out, otherwise there would be little sense in the LOD itself.

But on this butt, it’s still clear that the closest model of a car can have maximum detail, two or three cars can be approached even closer to the second level, and all far away can be seen simple, the axis is less important: rear-view mirrors, license plates, numbers dodatkova light engineering. And in the next model, there is no way to cast shadows on the road. Tse і є level of detail algorithm y ії.

global illumination

The realistic lighting of the scene is modeled smoothly, the skin of the light is really richly broken and broken, the number of these lights is not surrounded. And in 3D rendering, a lot of people seem to be very close to rozrachunkovy opportunities, be it a rozrachunka stage - a simplified physical model, and the image, which is taken as a result, is less close to realism.

Lighting algorithms can be divided into two models: direct or local illumination and global illumination (direct or local illumination and global illumination). The local model of illumination of vicorist rozrahunok of direct illumination, light from the core of the light to the first peretina of the light with an opaque surface, the interaction of objects between themselves is not protected. If such a model is to be compensated for by adding background or ambient (ambient) lighting, it is also easier to approximate, even more simply lighting in the form of indirect changes in the light, if you set the color and intensity without direct lighting.

Tієї well trasuvannyam exchanges are illuminated on the surface only by direct exchanges in the light of the light and whether it is on the surface, in order to be visible, it is to be blamed for the light of the light. Which is not enough to achieve photorealistic results, except for direct lighting, it is necessary to protect and secondarily illuminate it from other surfaces. At the real light, the change of light shines on the surface of a sprig of times, until the sound goes out. Sleepy light, which passes through the window, visvits the whole room as a whole, although the change cannot directly reach all the surfaces. The more bright the light is, the more time you will be kind. The color of the surface, which is striking, is also poured into the color of the beaten light, for example, a red wall made a red flame on the earthy object of a white color. The axis of the initial difference, rozrahunok without the adjustment of the secondary lighting and with the adjustment of this:

In the global lighting model, global illumination, lighting is redeemed with the improvement of the infusion of objects one on one, the bagatorase scattering and the brokenness of the change of light in the surface of the objects, caustics (caustics) and subsurface dispersion (subsurface) are protected. This model allows you to take a more realistic picture, but also complicates the process, with significantly more resources. We use some algorithms in global illumination, and briefly look at radiosity (indirect illumination illumination) and photon mapping (global illumination illumination based on photon maps, which are allocated for additional illumination). Yea i sproschenі Metodi simulyatsії indirect osvіtlennya, takі, yak zmіna zagalnoї yaskravostі scene in zalezhnostі od kіlkostі that yaskravostі Jerel Svitla in nіy abo vikoristannya velikoї kіlkostі of point Jerel Svitla, rozstavlenih on stsenі for іmіtatsії vіdbitogo Svitla, ale all the same tse far od spravzhnogo algorithm G.I.

The radiosity algorithm is the process of rozrahunka secondary light changes from one surface to another, as well as from the same medium to objects. Changes from the dzherel of light are traversed until the feast, until their strength decreases lower than the song rіven, or the change reaches the song’s quantity of vidbitkiv. The GI technique has been expanded, the calculation should be counted before rendering, and the results of rendering can be tweaked for rendering a real hour. The main ideas of radiosity are based on the physics of thermal transfer. The surface objects are divided into small plots, called patches, and are accepted, which will lightly shine evenly on all sides. Replace the rosary of the skin promenade for the dzherel svіtla, vikoristovuetsya technique of averaging, which razdilya dzherel svіtla on patches, priming on the equals of energy, you can see the stench. Tsya energy is spread between patches on top proportionally.

Another method of global illumination distribution is Henrik Wann Jensen, the method of photon mapping. The selection of photonic maps is the main algorithm for the development of global illumination, which is grounded on the tracing of the changes and the selection is made to simulate the interaction between the changes of light and the objects of the scene. Algorithm rozrakhovuyutsya second time changes, broken light through the gaps on the surface, rozsiyani vіdbitya. This method is based on the illumination of a point on the surface in two passes. For the first one, there is a direct tracing of light changes with secondary inputs, the same is the forward process that is reversed before the main rendering. In this method, the energy of photons is recovered, which goes from the light to the objects of the stage. If the photons reach the surface, the cross point, directly that photon energy is stored in the cache, which is called a photon map. Photocards can be stored on a disk for a vague copying, so as not to bleed through the skin of the frame. When the photons are fired, the docks of the robot do not stop after the singing quantity is displayed, or when the singing energy is available. In another rendering pass, the lightening of scene pixels is increased by direct exchanges, with data savings, savings from photon cards, the energy of photons is added to the energy of direct lighting.

Global illumination rosettes, vicarious, a large number of secondary views, take more than an hour, lower direct-lightening rosettes. Іsnuyu tekhnіkі for hardware rozrahunka radio in real time, yakі vikoristovuyut feasibility of programming video chips in the remaining generations, but for the time being stage, for which rozrakhovuєtsya global illumination in real time, may buti just do it and forgive me in algorithms.

And yet the axis has been victorious for a long time - it is so static in front of the global lighting, which is acceptable for scenes without changing the camp of the light of the great objects, as if they are strongly poured into the lighting. Even if the illumination of the global illumination does not fall due to the position of the poster, and if the scene does not change the setting of such objects in the scene and the parameters of the lighting, you can win over the distance of the illumination value. Tse vykoristovuyut at rich games, taking data from GI roses from viewing lightmaps (lightmaps).

Establish and adopt algorithms for simulating the global visibility of dynamics. For example, there is such a simple method for matching in additions to the real time, for rendering indirect lighting of an object in a scene: simple rendering of all objects with reduced detail (because of the fact that lighting is important for), a cubic map of low light you can also tincture for rendering dynamic renderings on the surface of the object), then filtering the texture (a few passes through the blur filter), and then casting to brighten this object from the rendered texture as an addition to direct lighting. In vipads, if the dynamic view is important, you can use static radiosity maps. The butt with the MotoGP 2 gri, on what kind of good you can see the friendly injection of such a simple GI imitation:



Designated for video card processors (GPU). Shaders are made up of one of three specialized programming methods (div.) and compiled into instructions for the GPU.

Zastosuvannya

Procedural texture generation (for example, it was done in Unreal for creating animated fire textures) and multitexturing (it was used to create mov shaders, which was done in Quake 3). Qi mechanisms did not care for such gnuchkosti, like shaders.

With the advent of graphical pipelines that are being reconfigured, it became possible to carry out mathematical developments on the GPU (GPGPU). The most popular mechanisms are GPGPU-nVidia CUDA, Microsoft DirectCompute and OpenCL support.

Types of shaders

Vertex shaders

The vertex shader operates on vertices, for example, on vertex (point) coordinates in space, on texture coordinates, on vertex color, on dot vector, on binormal vector, on normal vector. The vertex shader can be tweaked for view and perspective transformation of vertices, for generation of texture coordinates, for lightening only.

An example code for my vertex shader:

vs.2.0 dcl_position v0 dcl_texcoord v3 m4x4 oPos, v0, c0 mov oT0, v3

Geometric Shader

Geometric shader, at the top of the vertex, building one vertex, and the other primitive. A primitive can be a tricot (two vertices) and a tricot (three vertices), and for the visibility of information about the sum vertices (English adjacency) for a tricot primitive, up to six vertices can be cut. Geometric shader for building primitives "on the fly" (without hitting the central processor).

Geometric shaders first began to feature on Nvidia 8 series video cards.

Pixel (fragment) shaders

The pixel shader works with fragments of a bitmap image and textures - processing data related to pixels (for example, color, depth, texture coordinates). The pixel shader is selected at the last stage of the graphics pipeline to form the image fragment.

An example code for a pixel shader on a movie:

ps.1.4 texld r0, t0 mul r0, r0, v0

Advantages and shortcomings

Advantages:

  • the ability to fold any algorithms (flexibility, simplicity and cheapness of the program development cycle, promotion of foldability and realism of scenes that are visualized);
  • improvement of the speed of the visualization (it is equal to the speed of the visualization of the same algorithm that is victorious on the central processor).

Noodles:

  • the need for a new movie programming;
  • The basis of different sets of instructions for GPU different types.

Movie programming

To meet the needs of the market (computer graphics may be impersonal spheres of stosuvannya), a great number of shader programs have been created.

Call a movie for writing shaders to give the programmer special types of data (matrices, samplers, vectors, and so on), a set of changed constants (for interfacing with the standard 3D API functionality).

Professional rendering

Dali re-programming of shaders, targeting the achievement of maximum visualization brightness. With such language, the power of materials is described for additional abstraction. Tse allow people to write code, if they can't have special programming skills and don't know the peculiarities of hardware implementations. For example, artists can write such shaders with the method of ensuring the “correct look” (texture overlay, coloring the color of light and other).

Call for the processing of such shaders to be done by a resource worker: the creation of photorealistic images will require great computational efforts. Call the main part of the calculation of the great computer clusters or blade systems.

RenderMan Movable shader programming, implemented in Pixar's RenderMan software, became my first shader programming. The RenderMan API was developed by Rob Cook and described in the RenderMan interface specification, which is the de facto standard for professional rendering, shared by all Pixar robots. OSL OSL Open Shading Language Sony Pictures Imageworks and guess the language. Featured in the Arnold proprietary program, developed by Sony Pictures Imageworks and recognized for rendering, and in the free Blender program, recognized for creating trivial computer graphics. Real time rendering GLSL GLSL the Open GL S hading L angle) - mov shader programming, described in the OpenGL standard and based on the mov version, described in the ANSI C standard. Mova promotes more ANSI C possibilities, promotes types of data, which are often used when working with trivi- mer graphics (vectors, matrices). The word "shader" in my GLSL is called a separately compiled unit, written in my own words. The word "program" refers to a set of compiled shaders that are tied together. cg (English) C for g raphics) - language programming of shaders, development by nVidia jointly with Microsoft. Mova is similar to MOV and HLSL MOV, distributed by Microsoft and how to enter the warehouse DirectX 9. Moví have types "int", "float", "half" (number with a float size of 16 bits). Mova supports the functions and structures. Mova may have its own optimizations for looking at “packed arrays” (

- Igor (Administrator)

As part of this article, I will tell you in simple words what shaders are, and also what you need.

Vimogi to the extent of computer graphics grow with the skin day. Previously, 2D-graphics was respected as much as possible and it was enough to hurt the minds of millions of people. Nine, visualizations add significantly more respect.

However, in the period of the formation of the latest 3D-graphics, a lot of people are stuck with this problem, but in the case of filters, that lotion of video cards (GPU) simply does not work. For example, often blamed the need for their effects. Tom had a lot of work to do manually and carry out rozrahunka in the main processor of the computer (CPU), which without a hitch on productivity (despite the fact that the wind, as it seems, "wimmed" without doing).

So, from time to time, different technologies appeared, such as shaders, which allow you to tweak the intensity of the GPU for specific needs.

What kind of shaders and stinks do you need now?

shader- a computer program (code) that can be run on video card processors without the need for a central processor. Why is it possible to vibud pipelines from these shaders? So, one and the same shader can be loaded into various graphic objects, which simply simplifies the process of creating animation.

On the back, the video maps are small on the uvazі three types - vertex (for effects besides the taken vertices; for example, for the alignment of the effect of the wind, the reduction of grass and other), geometric (for small primitives; for example, for the alignment of silhouettes) and pixel (for filters of the singing area of ​​the image ; for example, fog). I, apparently, there were three types of special processors on the board. Later, in such a way, all processors of video cards became universal (support all three types).

The reduction of the central processor's headroom is all evidence of the possibility of creating power shaders. Wart to understand what chimalo іgor and іdeo re-wink you yourself. For example, in dozens of the same type of animation programs, write from scratch, for example, effects for driving, how can you speed up with ready-made libraries, such as OpenGL or DirectX? Please, don't forget that you already have few implemented shaders and give a good way to write them (you don't need to write low-level commands for the GPU).

Tobto, as before, to create the simplest animation of the game, it is necessary for the mother to have the essence of knowledge, then in today's realities, the task is more feasible rich.

Why is it hard to use shaders?

With shaders there is a lot of confusion, shards support different programming standards for different libraries (GLSL - OpenGL, HLSL - DirectX and so on), and in addition to that, the video card builders themselves can support different capabilities. However, the plus of their choice can be easily assessed by looking at the picture above with a butt of differences between DirectX 9 and DirectX 10.

In such a way, as if you were victorious shaders in the library, it was enough for the release of the offensive version, so that the quality would move by itself. Obviously, there are nuances here, such as summation, support for special teams that have appeared, that is, but all the same.

Crimean graphics, pidhd іz shaders korisny zvchaynymi koristuvachami such speeches:

1. The speed and productivity of the computer is increased (even the central processor does not need to carry out a graphics update to replace the GPU).