The team faced a significant challenge in making the demo run in real-time, at a minimum of 30 frames per second. Unconvincing hair and skin are common giveaways of poorly created digital characters, so ATI developed innovative real-time techniques for some of the critical shaders implemented in the demo. In addition, ATI introduced new depth-of-field techniques that created a film-quality that other real-time demos simply hadn't been able to achieve. As the last step, normal maps were added to improve the details on surfaces such as skin and leather, which ultimately created a greater sense of realism. These new techniques represented a significant advancement in real-time rendering that can now be used by game developers everywhere.
Link to this comment:
All Comments (0)