Overview: |
This session presents several techniques for rendering advanced material such as skin, crystal, glass, ocean water, swamp water and muddy water. Presented algorithms were researched during Two Worlds 2 development and thus aimed at current generation of consoles, taking into consideration limited memory and computational power.
Presentation covers several important material features such as: sub surface scattering, translucency, transparency, water scattering, dynamic surfaces etc. Moreover problems of functionality, performance, aesthetics and implementation in deferred renderer are discussed, giving battle proven solutions for aforesaid material rendering.
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