{"id":995,"date":"2015-05-18T12:50:31","date_gmt":"2015-05-18T12:50:31","guid":{"rendered":"http:\/\/lousodrome.net\/blog\/light\/?p=995"},"modified":"2015-07-16T08:03:18","modified_gmt":"2015-07-16T08:03:18","slug":"reverse-engineering-the-rendering-of-a-frame-in-deus-ex-human-revolution","status":"publish","type":"post","link":"https:\/\/lousodrome.net\/blog\/light\/2015\/05\/18\/reverse-engineering-the-rendering-of-a-frame-in-deus-ex-human-revolution\/","title":{"rendered":"Reverse engineering the rendering of a frame in Deus Ex: Human Revolution"},"content":{"rendered":"<p>Earlier this year, <a href=\"http:\/\/twitter.com\/ado_tan\">Adrian Courr\u00e8ges<\/a> wrote an article detailing his findings while <a href=\"http:\/\/www.adriancourreges.com\/blog\/2015\/03\/10\/deus-ex-human-revolution-graphics-study\/\">reverse engineering the rendering pipeline in Deus Ex: Human Revolution<\/a>.<\/p>\n<p>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.<\/p>\n<p>Here are a few screenshots stolen from his article:<\/p>\n<div style=\"width: 510px\" class=\"wp-caption alignnone\"><a href=\"http:\/\/www.adriancourreges.com\/blog\/2015\/03\/10\/deus-ex-human-revolution-graphics-study\/\"><img decoding=\"async\" loading=\"lazy\" src=\"http:\/\/www.adriancourreges.com\/img\/blog\/2015\/deusexhr\/shot\/a_overview_02_normal_map_final.jpg\" alt=\"\" width=\"500\" height=\"281\" \/><\/a><p class=\"wp-caption-text\">Normal map<\/p><\/div>\n<div style=\"width: 510px\" class=\"wp-caption alignnone\"><a href=\"http:\/\/www.adriancourreges.com\/blog\/2015\/03\/10\/deus-ex-human-revolution-graphics-study\/\"><img decoding=\"async\" loading=\"lazy\" src=\"http:\/\/www.adriancourreges.com\/img\/blog\/2015\/deusexhr\/shot\/a_overview_06_light_prepass_final.jpg\" alt=\"\" width=\"500\" height=\"281\" \/><\/a><p class=\"wp-caption-text\">The light pre-pass<\/p><\/div>\n<div style=\"width: 510px\" class=\"wp-caption alignnone\"><a href=\"http:\/\/www.adriancourreges.com\/blog\/2015\/03\/10\/deus-ex-human-revolution-graphics-study\/\"><img decoding=\"async\" loading=\"lazy\" src=\"http:\/\/www.adriancourreges.com\/img\/blog\/2015\/deusexhr\/shot\/a_overview_01_final.jpg\" alt=\"\" width=\"500\" height=\"281\" \/><\/a><p class=\"wp-caption-text\">Final image<\/p><\/div>\n<p><strong>Update<\/strong>:<br \/>\nAdrian since then posted a new article, this time <a href=\"http:\/\/www.adriancourreges.com\/blog\/2015\/06\/23\/supreme-commander-graphics-study\/\">breaking down the rendering of a frame in Supreme Commander<\/a>. The comments also include insights from the programmer then in charge of the rendering, Jon Mavor.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Earlier this year, Adrian Courr\u00e8ges 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, &hellip; <a href=\"https:\/\/lousodrome.net\/blog\/light\/2015\/05\/18\/reverse-engineering-the-rendering-of-a-frame-in-deus-ex-human-revolution\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":[],"categories":[17],"tags":[74,253,686,687,139,287,70,688,255,679,683,685,680,689,682,690,678,80,681,684,522],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v20.13 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Reverse engineering the rendering of a frame in Deus Ex: Human Revolution &ndash; Light is beautiful<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"http:\/\/lousodrome.net\/blog\/light\/2015\/05\/18\/reverse-engineering-the-rendering-of-a-frame-in-deus-ex-human-revolution\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Reverse engineering the rendering of a frame in Deus Ex: Human Revolution &ndash; Light is beautiful\" \/>\n<meta property=\"og:description\" content=\"Earlier this year, Adrian Courr\u00e8ges 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, &hellip; Continue reading &rarr;\" \/>\n<meta property=\"og:url\" content=\"http:\/\/lousodrome.net\/blog\/light\/2015\/05\/18\/reverse-engineering-the-rendering-of-a-frame-in-deus-ex-human-revolution\/\" \/>\n<meta property=\"og:site_name\" content=\"Light is beautiful\" \/>\n<meta property=\"article:published_time\" content=\"2015-05-18T12:50:31+00:00\" \/>\n<meta property=\"article:modified_time\" content=\"2015-07-16T08:03:18+00:00\" \/>\n<meta property=\"og:image\" content=\"http:\/\/www.adriancourreges.com\/img\/blog\/2015\/deusexhr\/shot\/a_overview_02_normal_map_final.jpg\" \/>\n<meta name=\"author\" content=\"Julien Guertault\" \/>\n<meta name=\"twitter:card\" content=\"summary_large_image\" \/>\n<meta name=\"twitter:creator\" content=\"@Zavie\" \/>\n<meta name=\"twitter:site\" content=\"@Zavie\" \/>\n<meta name=\"twitter:label1\" content=\"Written by\" \/>\n\t<meta name=\"twitter:data1\" content=\"Julien Guertault\" \/>\n\t<meta name=\"twitter:label2\" content=\"Est. reading time\" \/>\n\t<meta name=\"twitter:data2\" content=\"1 minute\" \/>\n<script type=\"application\/ld+json\" class=\"yoast-schema-graph\">{\"@context\":\"https:\/\/schema.org\",\"@graph\":[{\"@type\":\"Article\",\"@id\":\"http:\/\/lousodrome.net\/blog\/light\/2015\/05\/18\/reverse-engineering-the-rendering-of-a-frame-in-deus-ex-human-revolution\/#article\",\"isPartOf\":{\"@id\":\"http:\/\/lousodrome.net\/blog\/light\/2015\/05\/18\/reverse-engineering-the-rendering-of-a-frame-in-deus-ex-human-revolution\/\"},\"author\":{\"name\":\"Julien Guertault\",\"@id\":\"http:\/\/lousodrome.net\/blog\/light\/#\/schema\/person\/a16a2a69d73eca763ffdf125c49eaa2f\"},\"headline\":\"Reverse engineering the rendering of a frame in Deus Ex: Human Revolution\",\"datePublished\":\"2015-05-18T12:50:31+00:00\",\"dateModified\":\"2015-07-16T08:03:18+00:00\",\"mainEntityOfPage\":{\"@id\":\"http:\/\/lousodrome.net\/blog\/light\/2015\/05\/18\/reverse-engineering-the-rendering-of-a-frame-in-deus-ex-human-revolution\/\"},\"wordCount\":158,\"commentCount\":0,\"publisher\":{\"@id\":\"http:\/\/lousodrome.net\/blog\/light\/#\/schema\/person\/a16a2a69d73eca763ffdf125c49eaa2f\"},\"keywords\":[\"ambient occlusion\",\"anti-aliasing\",\"bloom\",\"color correction\",\"deferred shading\",\"depth buffer\",\"depth of field\",\"frame rendering\",\"FXAA\",\"G buffer\",\"gaussian blur\",\"glow\",\"light pre-pass\",\"normal map\",\"point light\",\"Renderdoc\",\"reverse engineering\",\"shadow map\",\"SSAO\",\"transparent\",\"volumetric lighting\"],\"articleSection\":[\"Rendering\"],\"inLanguage\":\"en-US\",\"potentialAction\":[{\"@type\":\"CommentAction\",\"name\":\"Comment\",\"target\":[\"http:\/\/lousodrome.net\/blog\/light\/2015\/05\/18\/reverse-engineering-the-rendering-of-a-frame-in-deus-ex-human-revolution\/#respond\"]}]},{\"@type\":\"WebPage\",\"@id\":\"http:\/\/lousodrome.net\/blog\/light\/2015\/05\/18\/reverse-engineering-the-rendering-of-a-frame-in-deus-ex-human-revolution\/\",\"url\":\"http:\/\/lousodrome.net\/blog\/light\/2015\/05\/18\/reverse-engineering-the-rendering-of-a-frame-in-deus-ex-human-revolution\/\",\"name\":\"Reverse engineering the rendering of a frame in Deus Ex: Human Revolution &ndash; 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