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Generalized Stylized Post-Processing Outline Scheme

Shengwen Zheng  (Graphics Engineer, PerfectWorld)

Zhe Zhong  (Technical Artist, Independent)

Location: Room 3011, West Hall

Date: Thursday, March 20

Time: 2:30 pm - 3:00 pm

Pass Type: All Access Pass, Core Pass - Get your pass now!

Track: Programming, Visual Arts

Format: Lecture

Vault Recording: TBD

Audience Level: All

The presentation introduces a post-processing outlining solution for real-time Non-Photorealistic Rendering (NPR). This method can be applied to all game scenes based on deferred rendering, and unique outlining effects can be added through this scheme. Inspired by the low-discrepancy sequences generated after TAA jitter on top of geometric information stored in GBuffer, this method resolves potential issues that may occur during the post-processing stage of the rendering pipeline through a denoising algorithm similar to ray tracing denoising. It successfully simulates a stable and realistic hand-drawn effect to enhance the artistic expression of the game graphics.

Takeaway

This presentation details a pixel-level occlusion detection algorithm and its application in Non-Photorealistic Rendering (NPR) post-processing outlining. It is particularly useful for audiences interested in temporal blending algorithms and stylized rendering.

Intended Audience

This presentation is tailored for participants interested in stylized rendering stroke algorithms and temporal denoising algorithms. It is particularly useful for those with experience in writing NPR rendering algorithms or ray tracing denoising algorithms.



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