摘要
实时渲染是游戏领域中的必然要求,而延迟光照管线是大部分游戏引擎中的选择。但是延迟光照不能渲染透明物体。因此针对这个问题,通过建立光源链表的方式来统一计算不透明物体和透明物体的光照,而没必要使用额外的渲染过程来处理透明物体。实验结果证明光源链表算法可以同时渲染透明和不透明物体的光照效果和提高渲染效率。
Real-time rendering is an inevitable requirement in the game area, while deferred lighting pipelines is a choice in most game engines. Bat deferred lighting cannot render transparent objects. Therefore, in order to solve this problem, calculates the lighting of the opaque objects and the transparent objects by establishing the light linked list without using an extra rendering process to process the transparent objects. The experimental results show that the light linked list algorithm can render both the lighting effect of transparent and opaque objects and improve the rendering efficiency.
关键词
实时渲染
延迟光照
光源链表
ReaR-Time Rendering
Deferred Lighting
Light Linked List