# KlayGE游戏引擎

To arm your engine with cutting-edge technology

Tag: Rendering

## 游戏中基于物理的渲染（二）

Dec 28
[zh] 上一篇“游戏中基于物理的渲染（一）”中介绍了反射方程和Lambert，本篇将介绍基于物理的光源部分。 [/zh] [en] In my last article, "Physically-Based Rendering in Game, Part 1",  I introduce reflectance equation and Lambert. In this article, we mainly focus on physically-based lighting. [/en] [zh] 精确光源 [/zh] [en] Punctual Light Sources [/en] [zh] 游戏中经典的光源有point, directional和spot，这些局部光源都可以抽象成“精确光源”的概念，表示一个方向确定、大小为无穷小的光源。由于要计算的是到达表面点时的光照，所以不考虑从光源到表面之间的衰减。因此，精确光源都可以用颜色$\mathbf{c}_{light}$ ...

## 游戏中基于物理的渲染（一）

Dec 27
[zh] “游戏中基于物理的渲染”系列由4-5篇文章组成，介绍了如何在实时渲染中使用基于物理的方法。内容主要来自于SIGGRAPH 2010的course：Physically-Based Shading Models in Film and Game Production。本系列文章讲述的渲染技术用在了KlayGE中。 [/zh] [en] "Physically-Based Rendering in Game" serial, which contains 4-5 articals, introduces how to use physically based method in realtime rendering. The main idea comes from a course of SIGGRAPH 2010: Physically-Based Shading Models in Film and Game Production. The rendering technique in this serial is used in KlayGE 3.11. [/en] [zh] 引言 [/zh] [en] Int ...

## KlayGE海洋渲染视频

Dec 12
[zh] 刚制作了一段KlayGE海洋渲染的视频，包含GPU FFT、HDR skybox、Lens flare等技术。 EDIT: 换成传到土豆的视频了，更清晰一些。 [/zh] [en] I just composed a video of KlayGE ocean rendering, including techniques such as GPU FFT, HDR skybox, lens flare, etc. EDIT: switch to the video on tudou.com. [/en]

Nov 21