Graphics Reference
In-Depth Information
III
Image Space
In this part we will cover three rendering algorithms that operate primarily in im-
age or screen space. While there are multiple reasons for working in image space,
one particularly nice property is that such techniques are usually straightforward
to port between different rendering engines, platforms, and architectures. Often
these effects require little more than some shader code and the ability to draw
a screen-aligned rectangle, thus making them easy to share with other graphics
programmers and technical artists.
Our first chapter, “Screen-Space Grass” by David Pangerl, describes an e-
cient and unique method for drawing background grass. This technique utilizes
a very fast screen space technique and presents a novel solution to the other-
wise very dicult problem of drawing many thousands or even millions of grass
instances.
Next, Joao Raza and Gustavo Nunes present “Screen-Space Deformable Meshes
via CSG with Per-Pixel Linked Lists.” This chapter provides a method by which
ordinary geometric meshes may be cut and deformed dynamically in screen space.
The chief strength of their technique is in its generality and applicability to many
interesting scenarios that come up in games and other real-time applications such
as damage deformation, rigid object fracture, and destruction.
Our final chapter, “Bokeh Effects on the SPU” by Serge Bernier, offers a
bokeh-style depth of field rendering technique that is optimized for the PS3's
SPUs. Depth of field is an important visual tool in games and other interactive
media. This new technique is exciting in that it provides a “next-generation”
camera lens effect on a current generation platform.
We hope that you find these techniques both useful and inspiring while de-
veloping your own image space rendering techniques!
—Christopher Oat
 
 
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