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Splinter Cell: Chaos Theory


Product
Games Software
Date
1st March 2005
Manufacured By
Supplied By
Price
Not Known At This Point
Author

 

 

Eye candy:::…

Here’s some eye candy to wet your taste, enjoy!

 


Glossary:::…

Here are some explanations for some of the techniques used earlier in this preview.

These explanations were found on the web, so all credits go to them.

Every rendering process consists of two steps. The first is the computing of luminance values, and the second is the mapping of the computed values to the values appropriate for displaying on common display devices. There is a lot of research dealing with the first step, but the second step is surprisingly often neglected, although it is far from trivial.”

HDR

HDR is an acronym for "High dynamic range".

”Now, the benefits of HDR: Normally, lighting is computed with a minimum value of 0.0, and a maximum of 1.0, which is multiplied by whatever the colour of the surface or texture the light is affecting (and don't forget that when you multiply some variable x by 1, you get x). This only allows for, in comparison to the real world, a very small range of values. HDR rendering expands that range GREATLY, enabling values from 0.0 to some high number (I don't know exactly, but it's big enough). So you can have surfaces that, with a strong nearby light, become over-lit.”

Tone mapping

”HDR rendering by itself is not much though, but there are some post-processing shader effects that allow HDR to really strut its stuff. The big ones that people like are light blooms, glares, and changing exposures. A light bloom is often seen as light bleeding into other parts of the image, and glares (e.g. lens flares or lens anomalies) help accentuate them. Changing exposures (e.g. pupils dilating under bright light) also enhance the realism.”

“Tone mapping scales the RGB values of an image, which might be too bright or too dark to be displayed.  This is done by finding the tonal range of the output image which is based on the scene’s “key value” or “neutral value”. The log-average luminance is calculated which is used as the key of the scene.  The image is then scaled using this log-average and alpha. Alpha determines the brightness or darkness of the image.”

Find more info about HDR and tone mapping here, here and here.

Parallax Mapping

Parallax mapping is a 2D effect that simulates the parallax effects on bumpy surfaces, giving them a more 3D appearance. This is done by shifting texture coordinates on a per-pixel basis. Read about it here.

Cel Shading

Cel-Shading is the "art" of rendering objects to look like cartoons.

More info on it here.

 

 
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