SMU Guildhall Graduate Catalog Spring 2017 — Cohort 25 | Page 60

Taylor Bishop Software Development « An Exploration on Rendering Pipelines and Techniques Real-time 3D simulations have to cheat omnidirectional shadowmapping, order- to accurately modeling the physical range, and dynamic environment maps. and take shortcuts when it comes properties of light. A realistic simulation would have to bounce around millions of While not physically accurate, these close to light’s visual properties, and the approaches developers take to rays in a scene to approximate anything this approach is far too inefficient and impractical to do in real-time simulations, much less video games. My goal for this thesis was to take a 3D scene and make it as pretty as possible. After entertaining the idea of implementing an accurate light modeling simulation, I settled on taking a handful of key rendering techniques and implementing them in my engine. Those techniques include a Forward+ rendering pipeline, screen-space ambient occlusion, 60 independent transparency, high-dynamic SOFTWARE DEVELOPMENT techniques are a popular sampling of create realistic, aesthetically pleasing 3D environments. The more performance we can churn out of the hardware we work with, the more complicated and pleasing our scenes.