news |
articles |
FAQ |
community |
gallery |
image gallery |
filewizard |
links |
staff |
|
|
|
|
news
|
|
UnrealEngine
| Tim Sweeney Technology-Interview
|
Dreadnought |
24.01.2004 |
text (short) In den BeyondUnreal-Foren hat ein findiger User namens GrimStar Teile eines Tim Sweeney-Interviews aus der Februar-Ausgabe des australischen Atomic Magazine geposted.
Darin verrät Sweeney einiges über die nächste Engine, wie zum Beispiel folgendes:quote: Atomic:
What can you tell us about the key technologies that the next Unreal engine will be focused on?
Tim:
We already have polygon count where it needs to be. We're going to be focusing on per-pixel rendering and getting the quality of each pixel on screen as high as possible. So there's a bunch of different technologies there: dynamic shadowing technology, stencil buffer and shadow z-buffers. But the whole idea is that every object in the scene should cast realistic shadows with respect to every light source in the scene, and every pixel you see should illuminate properly that way. Of course that's easy to say and there are some solutions for that, like stencil buffering. But to do that properly you really want fuzzy shadows everywhere because most light and most environments are quite diffused and if you look around you very seldom see a really sharp shadow edge somewhere.
... |
[ back to the news ] |
related links:
zum Thread |
comments |
|
|
comment error
|
|
you have to be registered and loged in to write comments. if you lost your password click here.
|
|