Rendering Poster 18x24
Rendering Poster 18x24
STATIC LIGHTING /
BASEPASS SHADOWS REFLECTIONS POST PROCESSING
Reflections Bloom #3
Volumentric Volume Lighting Captures
Lightmaps Samples Store reflections locally per
Used for storing pre- The older and less powerful probe. Static, fast, and
calculated indirect lighting to
light dynamic actors.
but faster version of provides the foundation.
Bloom #2 Chromatic
Volumetric LM.
Aberration
Static Light
Actors as Placed Standard Convolution Burley SSSSS Gaussian Bokeh Circle Cinematic
in the World Mtli-stage bloom - layers High quality and precision All forms of sky, fog
Burley SSSSS. Newer and
Standard Gaussian DOF - High quality but expensive High quality DOF with good
All actors marked as Static different bloom layers of bloom - expensive. Cheapest. DOF - Will be removed at performance meant for
different sizes and colors. more physically accurate for some point. PC/Console.
(or Stationary) in the world. improved skin shading. PP Materials
Dynamic Basepass
All Logic Lightmaps Lightmass
Instancing Materials Stand alone application, with
Catch all for all logic related work The basepass requires
Part of the material rendering support to act as a swarm,
- gameplay, animations etc. Automatic drawcall batching
reduces drawcalls. and shading is handled
the Lightmaps to do its
initial shading. to calculate and bake the Screen Space
already in the Basepass. static lighting.
Reflections
SSR is fully real time but does
not reflect everything.
Lightmass
Importance
Volume Tonemapper Bloom SSAO SSSSS SSGI Depth of Field Exposure Blendables Camera Effects
Identifies where to prioritize Color and tint correction Bloom camera effects Screen Space Ambient Screen Space Global All forms of sky, fog Gamma correction based on Blend materials into PP for Various build in camera
light calculations. Higher Screen Space Sub Surface
Occlusion Illumination Three types of DOF. brightness levels. advanced effects effects such as Vignette.
quality area. Scattering
- ex. underwater.
Global
Raytraced
VISIBILITY Static Dynamic
Illumination /
Radiosity
Lightmass bakes the
Reflections
Precise and entirely
raytraced reflections.
lighting with full GI and
Radiosity support.
FRAME 1 CPU
GBuffer
A set of images, one per
Occlusion / Early Z Pass Basepass render pass for the frame.
Visibility Dyn Lighting / Reflections Additional Post Processing
Processes
Start of Rendering Prepass to reduce pixel The major basepass stage
Shadows Various additional things - It is possible to have multiple
Final Frame
overdraw. Also Scene Depth handles geometry, and some All types of reflections and
The actual rendering process now has is rendered. of the material rendering. related shading work. highlighting the two most different agents.
Determines what geometry is what it needs and starts - 2 frames Various forms of dynamic
important ones here The image as seen by the viewer.
visible and should be included behind on when the CPU began. lighting and shadows.
in the frame.
Material
Distance
Field Meshes
Physically Based Volumetric
Frustrum Culling Sky Atmosphere Materials
Standard frustum culling. Buffer C Accurate earth like atmosphere Distance Fog Materials configured as Volume
Base color and sky system with support Materials, applied via a
Height or Atmospheric Fog.
for dynamic time of day. particle system.
Shadow
Dynamic Caching
Inset Shadows Volumetric Vertex
Shadows NonDir NonDir
"Higher" quality shadow
Regular dynamic shadows
- see Per Object.
as cast by for
example pointlights.
Volumetric Vertex Dir
Dir
Optionally supports soft
Buffer D shadowing when using DF Translucency Forward
Addtional Volume Shading
Distance Culling
The standard, most common, Cascaded
and Culls actors if further than
Shadow Maps Contact Raytraced
X from the camera perspective.
Distance Used for outdoor Shadows
Fine detail shadows for when
Field Meshes environments - cascades
different quality shadow two objects are close to
maps up to a certain range. each other.
Buffer E
SCALABILITY EXAMPLE
Addtional
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