Reverse engineering the rendering of a frame in Deus Ex: Human Revolution

Earlier this year, Adrian Courrèges wrote an article detailing his findings while reverse engineering the rendering pipeline in Deus Ex: Human Revolution.

Starting from a given frame, he illustrates the different stages in the rendering: creation of the G buffer, shadow map, ambient occlusion, light prepass, how opaque and transparent objects are treated differently, volumetric lights, bloom effect in LDR, anti-aliasing and color correction, the depth of field, and finally the object interaction visual feedback.

Here are a few screenshots stolen from his article:

Normal map

The light pre-pass

Final image

Update:
Adrian since then posted a new article, this time breaking down the rendering of a frame in Supreme Commander. The comments also include insights from the programmer then in charge of the rendering, Jon Mavor.

Volumetric light scattering

Here are a couple of links on how to render light scattering effect (aka. volumetric shadows):

 Update:

Lighting and atmospheric effects in Reset

I’m a bit late to the party, noticing that , co-founder of Praxis, wrote a series of articles presenting an overview of the tech involved in the rendering engine he’s writing.

Shading and atmospheric effects in Praxis’ engine

The results are visually impressive, so it’s very unfortunate he doesn’t give more details. This video in particular, showcasing real-time atmospheric effects is outstanding.