
II
Lighting
We have four great chapters in the “Lighting” section this year. We present
a great solution to art-driven volumetric cloud rendering, and we have three
chapters focused on improving the lighting and shading pipelines.
Modern engines and AAA games are running into limitations of the commonly
used deferred rendering. Ever-increasing resolutions and desire to have proper
antialiasing drive the bandwidth costs very high, fixed G-buffer setup usually
allows engineers to implement only a handful of shading models, and, of course,
most engines still have to implement full forward rendering paths to support
transparencies.
Various forward rendering ...