Wolfgang Engel | |
---|---|
Occupation(s) | Writer and designer |
Notable work | ShaderX, GPU Pro, and GPU Zen books series |
Title | CEO of Confetti |
Wolfgang Friedrich Engel is a GPU and Graphics Programmer. He is the founder and CEO of The Forge Interactive. Previously, he also worked as the Lead Graphics Programmer for Rockstar Games. He is also the founder and editor of ShaderX, GPU Pro, and GPU Zen books series.
As a developer, Engel has developed videogames in addition to games for the television series Wetten, dass..? . [1] He was the Lead Graphics Programmer at Rockstar Games, where he led the graphics development of the RAGE engine. During his time at Rockstar he contributed to Rockstar Games franchises including Midnight Club , Red Dead Redemption , and Grand Theft Auto . [2] At that time Engel also developed the Oolong gaming engine for iPhone, that eventually shipped about a hundred games. [3] In 2008 Engel introduced light pre-pass rendering as a method of deferred shading variant in the development of videogame graphics, [4] [5] [6] and is known as an expert in shader programming. [7]
Engel then founded Confetti Interactive and Confetti Games in 2009, [8] [9] and is its CEO.[ citation needed ] Confetti is a think-tank for real-time graphics research in the videogame and movie industry, graphics tools developer, and programming services company. Tools Engel has helped develop for the company include Aura, a global illumination system; Ephemeris, a skybox/skydome system; and PixelPuzzle, a Post FX pipeline system. [8] [10] As a part of his role with Confetti, Engel works with external clients, and provides consultations to other game developers. Confetti contributed to games including Tomb Raider , Battlefield 4 , Murdered Soul Suspect , Star Citizen , Dirt 4 , Vainglory , Transistor, Call of Duty Black Ops 3 , Battlefield 1 , Mafia 3 , Quake Champions , and Phyre . [11]
Engel has written or edited more than 20 books on graphics software development in use by the videogame industry, in line with contemporary techniques and practices. [12] The book series he has authored include the ShaderX, GPU Pro, and GPU Zen books series. [11] The ShaderX4 book was awarded the Game Developer Front Line prize in 2006.[ citation needed ] His books have also included edited collections of pieces by other industry experts and designers, [13] and Engel has also been technical editor to books published by other authors on the same subject matter. [14] [15] Engel also writes articles for developer magazines and game tutorials for videogame-oriented websites. [1] Engel has also spoken at public conferences regarding various techniques in videogame creation [16] and is a faculty member and advisor to the Academy of Game Entertainment Technology. [1]
Microsoft DirectX is a collection of application programming interfaces (APIs) for handling tasks related to multimedia, especially game programming and video, on Microsoft platforms. Originally, the names of these APIs all began with "Direct", such as Direct3D, DirectDraw, DirectMusic, DirectPlay, DirectSound, and so forth. The name DirectX was coined as a shorthand term for all of these APIs and soon became the name of the collection. When Microsoft later set out to develop a gaming console, the X was used as the basis of the name Xbox to indicate that the console was based on DirectX technology. The X initial has been carried forward in the naming of APIs designed for the Xbox such as XInput and the Cross-platform Audio Creation Tool (XACT), while the DirectX pattern has been continued for Windows APIs such as Direct2D and DirectWrite.
OpenGL is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics. The API is typically used to interact with a graphics processing unit (GPU), to achieve hardware-accelerated rendering.
In 3D computer graphics, ray tracing is a technique for modeling light transport for use in a wide variety of rendering algorithms for generating digital images.
Direct3D is a graphics application programming interface (API) for Microsoft Windows. Part of DirectX, Direct3D is used to render three-dimensional graphics in applications where performance is important, such as games. Direct3D uses hardware acceleration if available on the graphics card, allowing for hardware acceleration of the entire 3D rendering pipeline or even only partial acceleration. Direct3D exposes the advanced graphics capabilities of 3D graphics hardware, including Z-buffering, W-buffering, stencil buffering, spatial anti-aliasing, alpha blending, color blending, mipmapping, texture blending, clipping, culling, atmospheric effects, perspective-correct texture mapping, programmable HLSL shaders and effects. Integration with other DirectX technologies enables Direct3D to deliver such features as video mapping, hardware 3D rendering in 2D overlay planes, and even sprites, providing the use of 2D and 3D graphics in interactive media ties.
A game engine is a software framework primarily designed for the development of video games and generally includes relevant libraries and support programs such as a level editor. The "engine" terminology is akin to the term "software engine" used more widely in the software industry.
Game programming, a subset of game development, is the software development of video games. Game programming requires substantial skill in software engineering and computer programming in a given language, as well as specialization in one or more of the following areas: simulation, computer graphics, artificial intelligence, physics, audio programming, and input. For multiplayer games, knowledge of network programming is required. In some genres, e.g. fighting games, advanced network programming is often demanded, as the netcode and its properties are considered by players and critics to be some of the most important metrics of the game's quality. For massively multiplayer online games (MMOGs), even further knowledge of database programming and advanced networking programming are required. Though often engaged in by professional game programmers, there is a thriving scene of independent developers who lack a relationship with a publishing company.
In computer graphics, a shader is a computer program that calculates the appropriate levels of light, darkness, and color during the rendering of a 3D scene—a process known as shading. Shaders have evolved to perform a variety of specialized functions in computer graphics special effects and video post-processing, as well as general-purpose computing on graphics processing units.
Torque Game Engine, or TGE, is an open-source cross-platform 3D computer game engine, developed by GarageGames and actively maintained under the current versions Torque 3D as well as Torque 2D. It was originally developed by Dynamix for the 2001 first-person shooter Tribes 2. In September 2012, GarageGames released Torque 3D as open-source software under the MIT License.
Non-photorealistic rendering (NPR) is an area of computer graphics that focuses on enabling a wide variety of expressive styles for digital art, in contrast to traditional computer graphics, which focuses on photorealism. NPR is inspired by other artistic modes such as painting, drawing, technical illustration, and animated cartoons. NPR has appeared in movies and video games in the form of cel-shaded animation as well as in scientific visualization, architectural illustration and experimental animation.
Software rendering is the process of generating an image from a model by means of computer software. In the context of computer graphics rendering, software rendering refers to a rendering process that is not dependent upon graphics hardware ASICs, such as a graphics card. The rendering takes place entirely in the CPU. Rendering everything with the (general-purpose) CPU has the main advantage that it is not restricted to the (limited) capabilities of graphics hardware, but the disadvantage is that more transistors are needed to obtain the same speed.
High-dynamic-range rendering, also known as high-dynamic-range lighting, is the rendering of computer graphics scenes by using lighting calculations done in high dynamic range (HDR). This allows preservation of details that may be lost due to limiting contrast ratios. Video games and computer-generated movies and special effects benefit from this as it creates more realistic scenes than with more simplistic lighting models. HDRR was originally required to tone map the rendered image onto Standard Dynamic Range (SDR) displays, as the first HDR capable displays did not arrive until the 2010s. However if a modern HDR display is available, it is possible to instead display the HDRR with even greater contrast and realism.
Managed DirectX (MDX) is Microsoft's deprecated API for DirectX programming on .NET Framework. MDX can be used from any language on .NET Framework. MDX can be used to develop multimedia and interactive applications, enabling high performance graphical representation and enabling the programmer to make use of modern graphical hardware while working inside the .NET Framework.
Tiled rendering is the process of subdividing a computer graphics image by a regular grid in optical space and rendering each section of the grid, or tile, separately. The advantage to this design is that the amount of memory and bandwidth is reduced compared to immediate mode rendering systems that draw the entire frame at once. This has made tile rendering systems particularly common for low-power handheld device use. Tiled rendering is sometimes known as a "sort middle" architecture, because it performs the sorting of the geometry in the middle of the graphics pipeline instead of near the end.
In the field of 3D computer graphics, deferred shading is a screen-space shading technique that is performed on a second rendering pass, after the vertex and pixel shaders are rendered. It was first suggested by Michael Deering in 1988.
Computer graphics deals with generating images and art with the aid of computers. Computer graphics is a core technology in digital photography, film, video games, digital art, cell phone and computer displays, and many specialized applications. A great deal of specialized hardware and software has been developed, with the displays of most devices being driven by computer graphics hardware. It is a vast and recently developed area of computer science. The phrase was coined in 1960 by computer graphics researchers Verne Hudson and William Fetter of Boeing. It is often abbreviated as CG, or typically in the context of film as computer generated imagery (CGI). The non-artistic aspects of computer graphics are the subject of computer science research.
Dhruva Interactive was an Indian video game developer based in Bangalore. Rajesh Rao founded the company in March 1997 out of the multimedia company he had established two years earlier. Starbreeze Studios acquired a majority holding in Dhruva Interactive in 2017, which it sold to Rockstar Games in May 2019. With the latter sale, Dhruva Interactive was merged into Rockstar India, Rockstar Games' studio in Bangalore.
Microsoft XNA Game Studio is a discontinued integrated development environment (IDE) for building video games on the Microsoft XNA platform. Such video games can run on Xbox 360, Microsoft Windows, Windows Phone and the Zune. XNA Game Studio is targeted at hobbyists and experienced programmers, and is primarily used to develop 2D and 3D video games for various Microsoft platforms. XNA games can be published for the Xbox 360 using an XNA Creator's Club membership, that has a yearly fee.
MonoGame is a free and open source C# framework used by game developers to make games for multiple platforms and other systems. It is also used to make Windows and Windows Phone games run on other systems. It supports iOS, iPadOS, Android, macOS, Linux, PlayStation 4, PlayStation 5, PlayStation Vita, Xbox One, Xbox Series X/S and Nintendo Switch. It implements the Microsoft XNA 4 application programming interface (API). It has been used for several games, including Bastion, Celeste,Fez and Stardew Valley.
Panta Rhei is a video game engine developed by Capcom, for use with 8th generation consoles PlayStation 4, Xbox One; as a replacement for its previous MT Framework engine.
Stage3D is an Adobe Flash Player API for rendering interactive 3D graphics with GPU-acceleration, within Flash games and applications. Flash Player or AIR applications written in ActionScript 3 may use Stage3D to render 3D graphics, and such applications run natively on Windows, Mac OS X, Linux, Apple iOS and Google Android. Stage3D is similar in purpose and design to WebGL.