Intro to Effects and Post-Processing

游戏视觉效果与后处理
本文探讨了如何通过使用着色器实现游戏画面的高度风格化,包括为模型应用着色器及后处理效果,旨在帮助独立游戏开发者创建独特视觉风格的游戏。

Intro to Effects and Post-Processing

March 9, 2008

postprocessing_big1.jpgLet’s learn how to use effects in our game to achieve a highly stylized, unique look to our game. <script src="http://pagead2.googlesyndication.com/pagead/show_ads.js" type="text/javascript"> </script> width="468" scrolling="no" height="15" frameborder="0" allowtransparency="true" hspace="0" vspace="0" marginheight="0" marginwidth="0" src="http://pagead2.googlesyndication.com/pagead/ads?client=ca-pub-4918349833220447&dt=1212402216830&lmt=1212402215&prev_slotnames=5585453236&output=html&slotname=2273068045&correlator=1212402216336&url=http%3A%2F%2Fwww.stromcode.com%2F2008%2F03%2F09%2Fintro-to-effects-and-post-processing%2F&ref=http%3A%2F%2Fwww.stromcode.com%2F2008%2F04%2F02%2Fan-introduction-to-hlsl-part-i%2F&frm=0&cc=100&ga_vid=2992875446891075600.1212401973&ga_sid=1212401973&ga_hid=1148312423&ga_fc=true&flash=0&u_h=900&u_w=1440&u_ah=870&u_aw=1440&u_cd=32&u_tz=480&u_his=1&u_java=true&u_nplug=13&u_nmime=40" name="google_ads_frame">

One of the coolest, and I think most inspirational, of the sample packs released on the XNA Creators Club website is the Non-Realistic Rendering sample. One of the coolest things, in my mind, about the oncoming onslaught of indie games for the X360 is going to be the huge amount of highly stylized games. If you’ve ever browsed Steam, you’ve probably noticed that the big studio games all fall into the same “awesome graphics FPS” category, while the indie games really stand out based on their unique look, combined with their unique gameplay. Games like Darwinia, Rag Doll Kung Fu and Gish immediately come to mind.

One of the ways to get a unique, highly stylized look to your game is through the clever and creative use of shaders, both as applied to your models, and as post-processing effects. I’ve recently showed you how you can take the colored crosshatching example from the Non-Realistic Rendering sample, combined with a grungy texture, to get a Silent Hill effect. What we’re going to do now is look at how shaders are used, pre- and post-, and how we can build up a nice little application that we can use to swap effects in and out and see what we’ll end up with.

In order to follow along, you’re going to need to know how to do some of the basics on your own. We’re going to start with a simple demo app that renders a textured model, renders a background, and accepts input (to allow you to rotate your model). If you don’t know how to do all of that, go get up to speed and come back.

For my example, I have used the Ship.fbx model that you’re all familiar with. Because I like to have my models, textures and effects in their own folder in the content pipeline, I’ve edited Ship.fbx to set the RelativePath of the ShipDiffuse.tga texture to ../Textures/ShipDiffuse.tga and you may want to do the same. I’ve also added a background texture, which is simply a 256×256 jpg named background.jpg. I included this texture in my project under the Textures folder, loaded it in LoadContent into a Texture2D object, then rendered it before rendering the ship model using the SpriteBatch. The Draw call specifies that I want that 256^2 texture stretched out to the dimensions of the viewport. So we’re not going to get the prettiest background, but its good enough to see what kind of effect any postprocessing will have on the scene.

I took a little shortcut here by calling SpriteBatch.Begin with the SaveStateMode.SaveState flag, although apparently this will cause a significant performance hit. For our purposes, it shouldn’t be an issue, but this is likely not how you’d want to handle drawing a background in a real game (Shawn Hargreaves has more on this here). Here’s the code I used to render both the background and then the model:

  1. spriteBatch. Begin (SpriteBlendMode. None, SpriteSortMode. BackToFront, SaveStateMode. SaveState );
  2. spriteBatch. Draw (background, new Rectangle ( 0, 0, graphics. GraphicsDevice. Viewport. Width, graphics. GraphicsDevice. Viewport. Height ), Color. White );
  3. spriteBatch. End ( );
  4.  
  5. foreach (ModelMesh mesh in ship. Meshes ) {
  6.     foreach (BasicEffect effect in mesh. Effects ) {
  7.         effect. EnableDefaultLighting ( );
  8.         effect. View = view;
  9.         effect. Projection = projection;
  10.         effect. World = world;
  11.     }
  12.  
  13.     mesh. Draw ( );
  14. }

That’ll get our model up, with a nice little background up behind it.

Let’s take a quick look at what we’ve got so far:

【无人机】基于改进粒子群算法的无人机路径规划研究[和遗传算法、粒子群算法进行比较](Matlab代码实现)内容概要:本文围绕基于改进粒子群算法的无人机路径规划展开研究,重点探讨了在复杂环境中利用改进粒子群算法(PSO)实现无人机三维路径规划的方法,并将其与遗传算法(GA)、标准粒子群算法等传统优化算法进行对比分析。研究内容涵盖路径规划的多目标优化、避障策略、航路点约束以及算法收敛性和寻优能力的评估,所有实验均通过Matlab代码实现,提供了完整的仿真验证流程。文章还提到了多种智能优化算法在无人机路径规划中的应用比较,突出了改进PSO在收敛速度和全局寻优方面的优势。; 适合人群:具备一定Matlab编程基础和优化算法知识的研究生、科研人员及从事无人机路径规划、智能优化算法研究的相关技术人员。; 使用场景及目标:①用于无人机在复杂地形或动态环境下的三维路径规划仿真研究;②比较不同智能优化算法(如PSO、GA、蚁群算法、RRT等)在路径规划中的性能差异;③为多目标优化问题提供算法选型和改进思路。; 阅读建议:建议读者结合文中提供的Matlab代码进行实践操作,重点关注算法的参数设置、适应度函数设计及路径约束处理方式,同时可参考文中提到的多种算法对比思路,拓展到其他智能优化算法的研究与改进中。
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