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This talk presents an engine rendering pipeline with particular focus on geometry pre-processing, merging and preparation stages for various rendering modes.
There are multiple rendering primitives used in the engine, varying in cost and visual complexity, that require different approaches for optimal rendering. Such primitives range between height field-based terrain, high density meshes, procedural meshes, and procedurally placed meshes as well as simple, yet heavy, overdraw models mostly used to represent foliage. Our geometry processing pipeline unifies all those inputs via merging, into highly optimized intermediate formats, that are later used to prepare intermediate data for main rendering passes. Main lit rendering effectively mixes Forward+ with Visibility Buffer style rendering approaches or optimal performance. Furthermore, all methods are optimized to work with our software variable resolution shading system.
Discussed is the general architecture of our render pipeline with focus on certain novel approaches and provides comparative performance analysis dependent on specific render scenarios ranging from closed indoor spaces and open world outdoor spaces to more specific heavy triangle and alpha test overdraw scenes. Current work in progress and future extensions are discussed. Current work in progress and future extensions are discussed.
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