Re: Architecting and programming a graphics engine in C++ & OpenGL
Darren Grant <[email protected]> Sun, 20 Mar 2011 15:41:37 -0700
| Newsgroups | gmane.games.devel.sweng |
|---|---|
| Message-ID | <[email protected]> |
At 02:02 PM 3/20/2011, Jon Watte wrote: >In this context: >I've found that engineers who want to talk and >think only about the most cutting edge shading >techniques are generally not as useful to a >greater organization than an engineer who can >work intelligently in this area, but also understands the needs of a business. >For example, someone who can write a graphics >engine that scales from a GMA 950 to a GTX 580 >is a lot more valuable to me than someone who >can shave a HLSL instruction out from a >multi-basis global illumination approximation >shader, that only will run on that GTX 580 in the first place. >Similarly, actually getting the math of graphics >right is a lot more important than any particular detail knowledge. > >Here are some questions that matter a lot to me, >and drive the overall design of a rendering >engine, even though they are generally derived from the basic math of graphics: > >What are the different coordinate spaces, and >how do you transform between them? >What are some examples of work that's done in these different spaces? >What's the difference between global vs local illumination, anyway? >What happens to the tangent space when you skin an animated character? >How do you blend animations without artifacts? >How do you make skinned character armpits not >look like ass when applying blended animations or rag-doll kinetics? >Which rendering techniques to make things look >better that use artist hinting do you use? >How can you make the artist hinting process as foolproof as possible? >What is an "inverse bind pose?" >Where in the content pipeline does it get applied? >If you support both vertex morphing (blend >target animation) and skinning (bone blending >animation), does this change the answers? >Why is it wrong to calculate dynamic ambient >occlusion in screen space? What are some alternatives? >Why is it wrong to blur dynamic shadows in >screen space? What are some alternatives? > >You'd be surprised how many "shader experts" would get half of these wrong :-( Those are fantastic questions. It is crazy how much domain knowledge is primarily concerned with character modelling. Here is another tricky question that I happen to like a lot: What is the correct way to convert features of a scene from one coordinate system to another? Cheers, Darren _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com