Game Dev/Scrap

Starcraft 2 Effects & Techniques

AKer 2008. 8. 20. 17:27
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원문 : http://ati.amd.com/developer/SIGGRAPH08/Chapter05-Filion-StarCraftII.pdf



Technical Publications on ATI
http://ati.amd.com/developer/techreports.html

In this chapter we present the techniques and algorithms used for compelling storytelling in the context of the StarCraft II© real‐time strategy game. We will go over some of the design goals for the technology used to empower our artists for both ingame and “story mode” settings as well as describe how the Blizzard art style influenced the design of the engine.

Various aspects of our lighting pipeline will be unveiled, with a strong focus on several techniques making use of deferred buffers for depth, normals, and coloring components. We will show how these deferred buffers were used to implement a variety of effects such as deferred lighting, screen‐space ambient occlusion and depth of field effects. Approaches with respect to shadows will also be discussed.

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