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Hierarchical Stochastic Motion Blur Rasterization

We present a hierarchical traversal algorithm for stochastic rasterization of motion blur, which efficiently reduces the number of inside tests needed to resolve spatio-temporal visibility. Our method is based on novel tile against moving primitive tests that also provide temporal bounds for the overlap. The algorithm works entirely in homogeneous coordinates, supports MSAA, facilitates efficient hierarchical spatio-temporal occlusion culling, and handles typical game workloads with widely varying triangle sizes. Furthermore, we use high-quality sampling patterns based on digital nets, and present a novel reordering that allows efficient procedural generation with good anti-aliasing properties. Finally, we evaluate a set of hierarchical motion blur rasterization algorithms in terms of both depth buffer bandwidth, shading efficiency, and arithmetic complexity.
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  • Opinion: The Post-PC era Myth

    I see these kinds of phrases crop up from time to time and have to sit back for a moment in ‘shock and awe’. I read all kinds of slogans like this while driving, or cruising the internet; but as of late this particular one has been gnawing at me for awhile. The problem with the phrase “Post-PC Era” is that it generates a semantics issue that can unfortunately be misconstrued possibly even misleading if one isn’t careful.

    Register for Intel® Technical Presentation "Modeling parallelism with Intel® Parallel Advisor" by Dr.Paul Petersen (Architect)

    Paul Petersen, Architect for the Intel® Parallel Studio product suite, will be presenting on July 21st at 9am PDT on the following topic:

    Modeling parallelism with Intel® Parallel Advisor


    Please register for this presentation using the following link:

    https://www1.gotomeeting.com/register/662997241

    Dynamic Resolution Rendering Sample Now Live

    The Dynamic Resolution Rendering sample, first shown at the Games Developers Conference 2011 in San Francisco, has now gone live in time for games developers attending my Develop UK 2011 talk to check it out. This sample demonstrates a technique for balancing rendering quality and performance through altering the resolution at runtime.

    Download the sample here, and read more about it in this article.

    Dynamic Resolution Rendering at the Develop Conference in Brighton, UK

    I'll be speaking about Dynamic Resolution Rendering at the Develop Conference in Brighton, UK. If you're able to come, the talk will be at 16:00 on Thursday. I'll be giving a live demo of the technique during the talk, which always adds an element of fun if only because of the inevitable risks involved!

    MLAA: Efficiently Moving Antialiasing from the GPU to the CPU

    Efficient antialiasing techniques are an important tool of high-quality, real-time rendering. MSAA (multisample antialiasing) is the standard technique in use today. A new technique developed by Intel Labs called MLAA addresses the limitations of MSAA.
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  • Efficient Multi-View Ray Tracing Using Edge Detection and Shader Reuse

    Stereoscopic rendering and 3D stereo displays are quickly becoming mainstream. The natural extension is autostereoscopic multi-view displays, which by the use of parallax barriers or lenticular lenses, can accommodate many simultaneous viewers without the need for active or passive glasses. As these displays, for the foreseeable future, will support only a rather limited number of views, there is a need for high-quality interperspective antialiasing. We present a specialized algorithm for effcient multi-view image generation from a camera line using ray tracing, which builds on previous methods for multi-dimensional adaptive sampling and reconstruction of light fields. We introduce multiview silhouette edges to detect sharp geometrical discontinuities in the radiance function. These are used to significantly improve the quality of the reconstruction. In addition, we exploit shader coherence by computing analytical visibility between shading points and the camera line, and by sharing shading computations over the camera line.
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  • Elaborazione multimediale
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  • Experience and Key Strategies for Load Balancing Games

    Games are real-time software. With the increase in processing unit count, load balancing has become a challenge. This article explains how to effectively dispatch units of work to the available CPUs & adjust game content to the available computing power.
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  • visual computing
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  • Dynamic Resolution Rendering Article

    The resolution selection screen has been a defining aspects of PC gaming. In this whitepaper and accompanying sample code, we argue that developers can dynamically vary the resolution of their rendering instead of having a static resolution selection.
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  • flash游戏客户端设计1: 游戏主界面结构

     

    这里顺序在后面的,在游戏中显示更上一层。

    MMOGame

    GameStage//界面外的,地图以及上面的物件如玩家NPC等 放_stageContainer内

    _downContainer

    _tileLayer//地图

    _itemLayer//

    _backLayer//传送点

    _midLayer//player和NPC

    _frontLayer//mask,就是地图上人可以站其后面的物体,比如雕塑

    _upperContainer//飞行层

    _maskLayer//云层

    _topLayer//player

    GameUI//界面

    mainUILayer //主界面

    loginLayer//登陆界面
    panelLayer //面板
    _worldMapLayer//世界地图
    popupLayer//提示警告
    battleLayer//战斗的界面
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