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November 4, 2015 06:00 pm
Original Link: http://rss.slashdot.org/~r/Slashdot/slashdot/~3/Z3us_svD3Qg/reverse-engineering-gta-v
Reverse-Engineering GTA V
An anonymous reader writes: Software engineer Adrian Courrèges posted on his blog a breakdown of the rendering of a frame in Grand Theft Auto: V. Each rendering pass is explained in detail, with all the techniques and the tricks Rockstar used to make the game run on 8-year-old consoles. It's a fascinating trip through the making of a frame and reminds us of how far GPU computing power has come. Here's a brief snippet from the beginning: "As a first step, the game renders a cubemap of the environment. This cubemap is generated in realtime at each frame, its purpose is to help render realistic reflections later. This part is forward-rendered.How is such cubemap rendered? For those not familiar with the technique, this is just like you would do in the real world when taking a panoramic picture: put the camera on a tripod, imagine you’re standing right in the middle of a big cube and shoot at the 6 faces of the cube, one by one, rotating by 90 degrees each time. This is exactly how the game does: each face is rendered into a 128x128 HDR texture."Read more of this story at Slashdot.
Original Link: http://rss.slashdot.org/~r/Slashdot/slashdot/~3/Z3us_svD3Qg/reverse-engineering-gta-v
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