Techniques - yvt/openspades GitHub Wiki
This page lists the rendering techniques used in OpenSpades.
- Ocean Simulation -
r_water - Soft Sprite -
r_softSprite - Enhanced Blending
- Shadowing
- Shadow Maps -
r_modelShadowsfor dynamic models - Cascaded Shadow Maps - MSDN
- Sparse Shadow Maps
- Variance Shadow Maps - Paper
- Virtual shadow maps (OpenSpades original!)
- Shadow Maps -
- Local Illumination
- Ray-traced Volumetric Light -
r_fogShadow, Nvidia's white paper - Physically based shading using Disney's principled BRDF and some crude approximations
- Ray-traced Volumetric Light -
- Global Illumination -
r_radiosity- Simple Ambient Occlusion - this is done even when
r_radiosityis set to0 - Ray-traced Ambient Occlusion
- Reflective Shadow Maps (CPU based implementation) - Paper
- Screen-Space reflections and refractions, hybrid w/planar reflections (OpenSpades original!) -
r_water 3
- Simple Ambient Occlusion - this is done even when
- Post Processing
- Screen-Space Motion Blur -
r_cameraBlur - Fast Approximate Anti-Aliasing -
r_fxaa - Lens Simulation -
r_lens - Hexagonal depth-of-field -
r_depthOfField
- Screen-Space Motion Blur -