“Making faces: Eve Online’s new portrait rendering” by Peers

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Conference:


Type(s):


Title:

    Making faces: Eve Online's new portrait rendering

Session/Category Title:   Facing hairy production problems


Presenter(s)/Author(s):



Abstract:


    Eve Online is a single shard MMO with tens of thousands of spaceships battling it out. Recently, its character customization system has seen a major upgrade, providing the players with a high definition avatar rendering system to sculpt, customize and tweak their in-game characters.

References:


    1. {Gritz08} “The Importance Of Being Linear”, Larry Gritz et al, GPU Gems 3.
    2. {Hable10} “Uncharted 2: HDR Lighting”, Jon Hable, GDC 2010.
    3. {Kelemen01} “A Microfacet Based Coupled Specular Matte BRDF Model with Importance Sampling”, Kelement et al, Eurographics 2001.
    4. {D’Eon08} “Advanced Techniques for Realistic Real-time Skin Rendering”, Eugene d’Eon, GPU Gems 3.
    5. {Hable09} “Fast Skin Shading”, Jon Hable, Shaderx7.
    6. {OpenGl} “Display Lists”, OpenGL 1.1 Specification
    7. {Lauritzen08} “Summed-Area Variance Shadow Maps”, Andrew Lauritzen, GPUGems3.
    8. {Chen09} “Lighting Research At Bungie”, Chen et al, Siggraph 2009 Course.
    9. {Jansen10} “Fourier Opacity Mapping”, Jansen et al, I3D 2010.
    10. {Reeves87} “Rendering Antialiased Shadows With Depth Maps”, Reeves et al, Siggraph 1987.


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