Journal of Digital Games Research
Online ISSN : 2434-4052
Print ISSN : 1882-0913
Proxy Geometry Gem Rendering
Takashi IMAGIRE
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Keywords: Gem, Rendering, Real-time
JOURNAL FREE ACCESS

2017 Volume 10 Pages 1-8

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Abstract
We propose a rendering method for Gems in real-time. Physically based rendering for gems is not new. Since the processing load is high due to the need to determine the intersection points scattered in multiple internally, these methods have not been used yet widely in games. Also the conventional methods have required additional resources likes additional data structures or multipath rendering.Our method is not accurate but realizes a rendering gem considering internal reflection only replacing the shader without additional data or path. It is necessary to perform modeling soft edges, it is possible to draw like a ordinal material.The proposed method can adapt to various game engine, it is possible to improve the quality of the gems of the real-time rendering.
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© 2017 Digital Games Research Association Japan
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