3 ms·
Most game engines for a few years now are using what's called "Physically Based Rendering" (aka PBR). There's a ton of resources on that, including for offline
by speps 10y ago
Most game engines for a few years now are using what's called "Physically Based Rendering" (aka PBR). There's a ton of resources on that, including for offline rendering. It does add a lot to make it look realistic, for example an Intro for it in Unity 5 [1].
I think they extensively used Bokeh DoF to make it look at the right scale as it's a toy world if I'm not mstaken, it's know as the "Tilt Shift" effect.
The outline artefact is probably Ambient Occlusion, I didn't see it that much though but that's maybe because I'm used to it. THere are a lot of ways to compute it, including using cone tracing, but the least expensive is a "screen space" technique first introduced by Crytek. It can introduce a dark halo around objects but is constant time usually and very simple to integrate.
[1] https://blogs.unity3d.com/2014/10/29/physically-based-shading-in-unity-5-a-primer/ https://blogs.unity3d.com/2014/10/29/physically-based-shadin...