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4.11

Cluster shader

HDR monitor

SMAA

4.8

Fast reflection

Fast particle system

4.7

Transient Buffer

BC7 compression

4.6

Modernized OpenGL

Area lighting

Cubemap lighting

Transient Buffer

Advanced texture compression

4.5

Normal Compression in G-Buffer

Tile-based Deferred Rendering

4.4

Screen Space Subsurface Scattering

Tile-based Deferred Rendering

4.3

LEAN Mapping

Large scale shadow map

4.2

Volumetric light

Bokeh filter

Decals rendering

Diffusion-based DoF

4.1

Screen Space Reflection

FFT Bloom filter

Postprocess based stereoscopic

SSGI

4.0

GI

Phong Tessellation

Skinning with Dual Quaternions

Atmospheric Scattering

3.12

Dual Paraboloid Shadow Map

Edge AA

Temporal AA

Gamma correction

GI

Caustics