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次時代引擎技術一覽

API: Driectx 11.0 & 10 Driectx 9.0C

Texture Resolution(材質解析度) :16384*16384

Quadcore-Multithreading(多核心多線程) √

Tesselation(曲面細分)        √

Deferred shading(延遲渲染) √

Live Create(編輯器動态建立) √

Ambient Occlusion (環境光遮蔽) √

Soft Shadow (柔化陰影) √

Fully-Dynamic Realtime Shadowing(全動态實時陰影)    √

Direct Illumination(直接光照)   √

Indirect Illumination(印射光)   √

Global Illumination(全局光)   √

Local Illumination(局部印射) √

Photon mapping(光子映射貼圖)          √

Raytracing(光線追蹤)           ×

Radiosity(實時輻射度照明)          √

bouncing light(光子反彈)    √

sub-surface scatterring(次表面散射)√

Translucency Shader(半透明印射)√

BLOOM (過飽和度) √

High dynamic range (高動态範圍光照)√

God Ray (軌迹光) √

Normal map(法線貼圖)           √

parallax occlusion(視差映射貼圖)    √

Displacement map(硬體位移置換貼圖)      ×

megatexture(頂點貼圖)       ×

Multi-sample(多重采樣)       √

Alpha to coverage(通道印射) √

shadow map(陰影貼圖)           √

Instancing(點緩存系統)       √

Gizmo particle(容積粒子)    √

Volume Shader(體積Shader)    √

Vertex Animation(頂點動畫)     √

Bones animation(骨骼動畫)    √

Cloth dynamics(布料動力學)     √

Hydro dynamics(流體動力學)     √

Character dynamics(角色動力學) √

國際上衡量引擎的主要名額和參數(都是最基本的核心技術):

Direct Illumination(直接光照)

Indirect Illumination(印射光)

Global Illumination(全局光照)

Local Illumination(局部印射)

Photonmap(光子貼圖)

Raytracing(光線追蹤)

Radiosity(光能傳遞)

bouncing light(光子反彈)

sub-surface scatterring(3S材質)

TRANSLUCENCY SHADER(半透明印射)

Normal map(法線貼圖)

parallax occlusion(位移貼圖)

Displacement map(置換貼圖)

megatexture(頂點貼圖)

Multi-sample(多重采樣)

Alpha to coverage(通道印射)

shadow map(陰影貼圖)

Instancing(點緩存系統)

Gizmo particle(容積粒子)

Volume Shader(體積Shader)

Vertex Animation(次級動畫)

Cloth dynamics(布料動力學)

Hydro dynamics(流體動力學)

Character dynamics(角色動力學)

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Depth of Field with Bokeh景深 景散

Per Pixel Lens flare

實時局部反射 - Screen space reflection 螢幕空間反射SSR

RSM(Reflective Shadow Maps) Crytek的Cascaded Light Propagation Volumes,  Unreal的Sparse Voxel Octree Global Illumination

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