- Page 1 and 2: Rendering Techniques in Niklas Smed
- Page 3 and 4: About Gears of War 2 • 93% Metacr
- Page 5: Topics p Niklas Smedberg • Gore t
- Page 9 and 10: Gore Mesh • Artists make two vers
- Page 11 and 12: Gore Mesh • Skeleton with breakab
- Page 13 and 14: Tearing off a limb • Switch to th
- Page 15 and 16: Data-driven ata d e Go Gore, e, 1 o
- Page 17 and 18: Data-driven ata d e Goe,3o Gore, 3
- Page 19 and 20: Next Example: Meatshield • Meatsh
- Page 21 and 22: Data-driven Data driven gore #2 •
- Page 23 and 24: Data-driven Data driven gore #4 •
- Page 25 and 26: Data-driven Data driven gore #6 •
- Page 27 and 28: Next Example: Chainsaw • Chainsaw
- Page 29 and 30: • Gore techniques q Topics p Nikl
- Page 31 and 32: Blood Techniques • Movie: Riftwor
- Page 33 and 34: Decal Optimizations • AABB tree t
- Page 35 and 36: Example: Blood Smears • Project j
- Page 37 and 38: Blood Smears, , 2 of 4
- Page 39 and 40: Blood Smears, , 4 of 4
- Page 41 and 42: World-space World space Blood Effec
- Page 43 and 44: Example: Surface-space Surface spac
- Page 45 and 46: Example: Riftworm Heart Chamber •
- Page 47 and 48: Morphing Blood Geometry • Morphin
- Page 49 and 50: In Conclusion • Achieving the rig
- Page 51 and 52: Topics p Daniel Wright • Gore tec
- Page 53 and 54: Game Character Lighting Goals • I
- Page 55 and 56: Background g • Hundreds of static
- Page 57 and 58:
Background g - The rest are fill (b
- Page 59 and 60:
Introducing the Light Environment
- Page 61 and 62:
Creating the Light Environment •
- Page 63 and 64:
Every static update Creating the Li
- Page 65 and 66:
Applying the Light Environment •
- Page 67 and 68:
Fill light Applying the Light Envir
- Page 69 and 70:
• Shadow direction Character Shad
- Page 71 and 72:
Cinematic Character Lighting • Mi
- Page 73 and 74:
Topics p Daniel Wright • Gore tec
- Page 75 and 76:
Screen Space Ambient Occlusion RRev
- Page 77 and 78:
Screen Space Ambient Occlusion RRev
- Page 79 and 80:
Baseline • 720p, 16 occlusion sam
- Page 81 and 82:
Baseline • 720p, 16 occlusion sam
- Page 83 and 84:
• Reduce neighbor samples Occlusi
- Page 85 and 86:
• Texture cache thrashing Occlusi
- Page 87 and 88:
• Downsized render target - AO is
- Page 89 and 90:
Down sampling • Downsized render
- Page 91 and 92:
• Motivation Temporal Filter - La
- Page 93 and 94:
Temporal Filter • Reverse Reproje
- Page 95 and 96:
Temporal Filter • Reverse Reproje
- Page 97 and 98:
• Dynamic objects Last Frame Anim
- Page 99 and 100:
Temporal Filter • Update p histor
- Page 101 and 102:
Temporal Filter • Additional conv
- Page 103 and 104:
With Temporal Filter
- Page 105 and 106:
Temporal Filter • Almost all flic
- Page 107 and 108:
Temporal Filter Limitations • Ske
- Page 109 and 110:
• First person weapon Computation
- Page 111 and 112:
Computation Masking • Cull these
- Page 113:
Questions? • niklas.smedberg@epic