Friday, March 29, 2019

Implementing Weighted, Blended Order-Independent Transparency

Why Transparency?

Result from the Weighted, Blended OIT method described
in this article. Everything gray in the top inset image has some
level of transmission or partial coverage transparency.
See also the new colored transmission method in my next article!

Partially transparent surfaces are important for computer graphics. Realistic materials such as fog, glass, and water as well as imaginary ones such as force-fields and magical spells appear frequently in video games and modeling programs. These all transmit light through their surfaces because of their chemical properties.

Even opaque materials can produce partially transparent surfaces within a computer graphics system. For example, when a fence is viewed from a great distance, an individual pixel may contain both fence posts and the holes between them. In that case, the "surface" of the opaque fence with holes is equivalent to a homogeneous, partly-transparent surface within the pixel. A similar situation arises at the edge of any opaque surface, where the silhouette cuts partly across a pixel. This is the classic partial coverage situation first described for graphics by Porter and Duff in 1986 and modeled with "alpha".

There are some interesting physics and technical details that I'm simplifying in this overview. To dig deeper, I recommend the discussion of the sources and relation between coverage and transmission for non-refractive transparency in the Colored Stochastic Shadow Maps paper that Eric Enderton and I wrote. I extended that discussion in the transparency section of Computer Graphics: Principles and Practice.



The Challenge

Generating real-time images of scenes with partial transparency is challenging. That's because pixels containing partly transparent surfaces have multiple surfaces contributing to the final value, and the order in which they are composited over each other affects the result. This is one reason why hair, smoke, and glass often look unrealistic in video games, especially where they come close to opaque surfaces.

One reason that transparency is challenging is that ordering surfaces is hard. There are many algorithms for ordering elements in a data structure, but they all have a cost in both time and space that is unacceptable for real-time rendering on current computer graphics hardware. If every pixel can store ten partially transparent surfaces, then a rendering system would require ten times as much memory to encode and sort those values. (I'm sure that 100 GB GPUs will exist in a few years, but they don't today, and when they do, we might not want to use all of the memory just for transparency.) It is also not possible to order the surfaces themselves because there is not necessarily any order in which multiple surfaces overlap correctly. For example, as few as three triangles can thwart the sorting approach.

Recently, a number of efficient algorithms for order-independent transparency (OIT) were introduced. These approximate the result of compositing multiple layers without the ordering constraint or unbounded intermediate storage. This can yield two benefits. The first is that the worst cases of incorrectly composited transparency can be avoided. No more bright edges on a tree in shadow or characters standing out from the fog they were hiding in. The second benefit is that multiple transparent primitives can be combined in a single draw call. That gives a significant increase in performance for scenes with lots of foliage or special effects.

All OIT methods make approximations that affect quality. A common assumption is that all partially-transparent surfaces have no refraction and do not color the objects behind them. For example, in this model "green" glass will make everything behind it look green by darkening the distant surfaces and adding green over the top. A distant red object will appear brown (dark red + green), not black as it would in the real world.

Weighted, Blended Order-Independent Transparency is a computer graphics algorithm that I developed with Louis Bavoil at NVIDIA and the support of the rendering team at Vicarious Visions. Compared to other OIT methods, it has the advantages that it uses very little memory, is very fast, and works on all major consoles and PCs released in the past few years. The primary drawbacks are that it produces less distinction between layers close together in depth and must be tuned once for the desired depth range and precision of the applications. Our I3D presentation slides explain these tradeoffs in more detail.


A glass chess set rendered with our technique.

Since publishing and presenting the research paper, I've worked with several companies to integrate our transparency method into their games and content-creation application. This article shares my current best explanation of how to implement it, as informed by that process. I'll give the description in a PC-centric way. See the original paper for notes on platforms that do not support the precisions or blending modes assumed in this guide.

Algorithm Overview

All OIT methods make the following render passes:
  1. 3D opaque surfaces to a primary framebuffer
  2. 3D transparency accumulation to an off-screen framebuffer
  3. 2D compositing transparency over the primary framebuffer
During the transparency pass the original depth buffer is maintained for testing but not written to. The compositing pass is a simple 2D image processing operation.

3D Transparency Pass

This is a 3D pass that submits transparent surfaces in any order. Bind the following two render targets in addition to the depth buffer. Test against the depth buffer, but do not write to it or clear it. The transparent pass shaders should be almost identical to the opaque pass ones. Instead of writing a final color of (r, g, b, 1), they write to each of the render targets (using the default ADD blend equation):

Render TargetFormatClearSrc BlendDst BlendWrite ("Src")
accumRGBA16F(0,0,0,0)ONEONE(r*a, g*a, b*a, a) * w
revealageR8(1,0,0,0)ZEROONE_MINUS_SRC_COLORa

The w value is a weight computed from depth. The paper and presentation describe several alternatives that are best for different kinds of content. The general-purpose one used for the images in this article is:

w = clamp(pow(min(1.0, premultipliedReflect.a * 10.0) + 0.01, 3.0) * 1e8 * pow(1.0 - gl_FragCoord.z * 0.9, 3.0), 1e-2, 3e3);

where gl_FragCoord.z is OpenGL's depth buffer value which ranges from 0 = near plane to 1 = far plane. This function downweights the color contribution of very-low coverage surfaces (e.g., that are about to fade out) and distant surfaces.

Note that the compositing uses pre-multipled color. This allows expressing emissive (glowing) values by writing the net color along each channel instead of explicitly solving the product r*a, etc. For example, a blue lightning bolt can be written to accum as (0, 10, 15, 0.1) rather than creating an artificial unmultiplied r value that must be very large to compensate for the very low coverage.

Using R16F for the revealage render target will give slightly better precision and make it easier to tune the algorithm, but a 2x savings on bandwidth and memory footprint for that texture may make it worth compressing into R8 format.

Sample GLSL shader code is below:
#version 330

out float4 _accum;
out float _revealage;

void writePixel(vec4 premultipliedReflect, vec3 transmit, float csZ) {
/* Modulate the net coverage for composition by the transmission. This does not affect the color channels of the
transparent surface because the caller's BSDF model should have already taken into account if transmission modulates
reflection. This model doesn't handled colored transmission, so it averages the color channels. See

McGuire and Enderton, Colored Stochastic Shadow Maps, ACM I3D, February 2011
http://graphics.cs.williams.edu/papers/CSSM/

for a full explanation and derivation.*/

premultipliedReflect.a *= 1.0 - clamp((transmit.r + transmit.g + transmit.b) * (1.0 / 3.0), 0, 1);

/* You may need to adjust the w function if you have a very large or very small view volume; see the paper and
presentation slides at http://jcgt.org/published/0002/02/09/ */
// Intermediate terms to be cubed
float a = min(1.0, premultipliedReflect.a) * 8.0 + 0.01;
float b = -gl_FragCoord.z * 0.95 + 1.0;

/* If your scene has a lot of content very close to the far plane,
then include this line (one rsqrt instruction):
b /= sqrt(1e4 * abs(csZ)); */
float w = clamp(a * a * a * 1e8 * b * b * b, 1e-2, 3e2);
_accum = premultipliedReflect * w;
_revealage = premultipliedReflect.a;
}

void main() {
vec4 color;
float csZ;
...
writePixel(color, csZ);
}

2D Compositing Pass

The compositing pass can blend the result over the opaque surface frame buffer (as described here), or explicitly read both buffers and write the result to a third.
Render TargetSrc BlendDst BlendWrite ("Src")
screenSRC_ALPHAONE_MINUS_SRC_ALPHA(accum.rgb / max(accum.a, epsilon), 1 - revealage)

I use epsilon = 0.00001 to avoid overflow in the division. It is easy to notice if you're overflowing or underflowing the total 16-bit precision. You'll see either fully-saturated "8-bit" ANSI-style colors (red, green, blue, yellow, cyan, magenta, white), or black dots from floating point specials (Infinity, NaN). If the computation produces floating point specials, they will typically also expand into large black squares under any postprocessed bloom or depth of field filters.

Sample GLSL shader code is below:
#version 330

/* sum(rgb * a, a) */
uniform sampler2D accumTexture;

/* prod(1 - a) */
uniform sampler2D revealageTexture;

void main() {
int2 C = int2(gl_FragCoord.xy);
float revealage = texelFetch(revealageTexture, C, 0).r;
if (revealage == 1.0) {
// Save the blending and color texture fetch cost
discard;
}

float4 accum = texelFetch(accumTexture, C, 0);
// Suppress overflow
if (isinf(maxComponent(abs(accum)))) {
accum.rgb = float3(accum.a);
}
    float3 averageColor = accum.rgb / max(accum.a, 0.00001);


// dst' = (accum.rgb / accum.a) * (1 - revealage) + dst * revealage
gl_FragColor = float4(averageColor, 1.0 - revealage);
}


Examples

I integrated the implementation described in this article into the full open source G3D Innovation Engine renderer (version 10.1). The specific files modified to implement the technique are:


[Nicolas Rougier also contributed a Python-OpenGL implementation with nice commenting and reference images as well. I'm hosting it at http://dept.cs.williams.edu/~morgan/code/python/python-oit.zip.]

All of the following images of the San Miguel scene by Guillermo M. Leal Llaguno were rendered using G3D's implementation. To show how it integrates, these include a full screen-space and post-processing pipeline: ambient occlusion, motion blur, depth of field, FXAA, color grading, and bloom.

The inset images visualize the accum and revealage buffers. Note the combination of glass and partial coverage surfaces.





Here are examples on other kinds of content:




Note that this reference image fixes a typo from the one in the I3D presentation:
the alpha values are 0.75 (not 0.25 as originally reported!) and are given before computing the premultiplied values. So, the blue square is (0, 0, 0.75, 0.75) in pre-multiplied alpha and (0, 0, 1, 0.75) with unmultiplied color.
I'm using a different weighting function from the I3D result as well.




Morgan McGuire (@morgan3d) is a professor of Computer Science at Williams College, a researcher at NVIDIA, and a professional game developer. His most recent games are Rocket Golfing and work on the Skylanders series. He is the author of the Graphics Codex, an essential reference for computer graphics now available in iOS and Web Editions.

2010 GAME OF THE YEAR

2010 Game of the Year - from media outlets

* Video Game Awards Only - The Video Game includes Console & PC Games, but not Handheld games, Mac games, Kids games, Indie games, etc.

* Professional Awards Only - The Media include Sites, Magazines, Newspapers, Publications, Broadcastings, but not Blogs have a staff of one.

* All-Format GOTY Awards Only - But a single GOTY pick must be a single title, except for a tie.

* In release order.

* More details are here.



Golden Joystick Awards (UK) : Mass Effect 2

The Stuff Gadget Awards (UK): Call of Duty: Modern Warfare 2

Games Magazine (UK) : Super Mario Galaxy 2

Level Magazine (SE) : Super Mario Galaxy 2

CNET / CNET TV (US) : Red Dead Redemption

GamesMaster Magazine (UK) : Super Mario Galaxy 2

Strength Gamer (US) : Red Dead Redemption

WhatIfGaming (US) : Red Dead Redemption

ABC Good Game (AU) : Red Dead Redemption

TechGeeze (US) : Red Dead Redemption

MTV GameAwards (DE) : Red Dead Redemption

IGN AU (AU) : Mass Effect 2

Kotaku AU (AU) : Mass Effect 2

Kotaku AU Editor's Choice GOTY (AU) : Red Dead Redemption

EL33TONLINE (ZA) : Red Dead Redemption
GameFocus (CA) : Mass Effect 2

GameFocus Community choice GOTY (CA) : Mass Effect 2

Just Push Start (US) : God of War III

CVG (UK) : Red Dead Redemption

TIME (US) : Alan Wake

IGN UK (UK) : Bayonetta

Cheat Code Central (US) : Red Dead Redemption

The Times (UK) : Red Dead Redemption

Spike TV Video Game Awards (US) : Red Dead Redemption

Inside Gaming Awards (US) : Red Dead Redemption

E! Online (US) : Red Dead Redemption

Hooked Gamers (US) : Mass Effect 2

G4TV Videogame Deathmatch (US) : StarCraft II: Wings of Liberty

X-Play (US) : Mass Effect 2

TheGamersHub (UK) : Mass Effect 2
Lazygamer (ZA) : Red Dead Redemption

Made2Game (UK) : Darksiders

GameReactor (SE) : Super Mario Galaxy 2

bit-tech (UK) : Mass Effect 2

Macon.com (US) : Red Dead Redemption

Meristation (ES) : StarCraft II: Wings of Liberty

Meristation Readers' Choice GOTY (ES) : Mass Effect 2

All Age Gaming (AU) : Mass Effect 2

Shortlist Magazine (UK) : Red Dead Redemption

Destructoid (US) : Super Mario Galaxy 2

Spin Magazine (US) : Red Dead Redemption

CraveOnline (US) : Red Dead Redemption

GameReactor (DE) : Super Mario Galaxy 2

GamesRadar (US) : Red Dead Redemption

GamesRadar Readers' Choice GOTY (US) : Red Dead Redemption
MyGaming (ZA) : Mass Effect 2

MSN UK (UK) : Mass Effect 2

MSN UK Readers' Choice GOTY (UK) : Call of Duty: Black Ops

AHN (US) : Super Mario Galaxy 2

Entertainment Weekly (US) : Red Dead Redemption

VentureBeat (US) : Red Dead Redemption

That Gamer Hub (US) : Assassin's Creed: Brotherhood

MSNBC (US) : Mass Effect 2

Edge (UK) : Super Mario Galaxy 2

Associated Press (US) : Red Dead Redemption

Loot Ninja (US) : Red Dead Redemption

iTWire (AU) : Mass Effect 2

Complex Magazine (US) : Mass Effect 2

Zavvi (UK) : Vanquish

Associated Content from Yahoo! (US) : Super Mario Galaxy 2
Yahoo! Games (US) : Red Dead Redemption

Beefjack (US) : Fallout: New Vegas

Gamasutra (US) : Red Dead Redemption

San Jose Mercury News / Contra Costa Times (US) : Red Dead Redemption

Next Gen News (IS) : Mass Effect 2

Brutal Gamer (UK) : Mass Effect 2

The Married Gamers (US) : Epic Mickey

Snackbar Games (US) : Mass Effect 2

MTV Multiplayer (US) : Mass Effect 2

Zoopy TV GameState (ZA) : StarCraft II: Wings of Liberty

GameSpy (US) : Red Dead Redemption

The Ledger (US) : Red Dead Redemption

Gameplanet Readers' Choice Awards (NZ) : Red Dead Redemption

The New Zealand Herald (NZ) : Red Dead Redemption

Daily Record (UK) : Deadly Premonition
Daily Record Readers' Choice GOTY (UK) : Mass Effect 2

Phoenix New Times (US) : Mass Effect 2

Shiny Media Tech Digest (UK) : Mass Effect 2

Gameplayer.se (SE) : Mass Effect 2

Game Revolution (US) : Red Dead Redemption

Guardian (UK) : Red Dead Redemption

Guardian Readers' Choice GOTY (UK) :

Talking About Games (US) : Mass Effect 2

Vagary.TV (US) : Mass Effect 2

Actiontrip (US) : Red Dead Redemption

Critical Gamer (UK) : Red Dead Redemption

GameSpot (US) : Red Dead Redemption

GameSpot Readers' Choice GOTY (US) : StarCraft II: Wings of Liberty

GameZone (US) : Mass Effect 2

The Bitbag (US) : Mass Effect 2
GamingBolt (IN) : Mass Effect 2

GamingBolt Readers' Choice GOTY (IN) : God of War III

GameDynamo (ES) : Red Dead Redemption

TVG (UK) : Heavy Rain

GameBosh (UK) : Fallout: New Vegas

SpazioGames (IT) : Mass Effect 2

Orange (UK) : Super Mario Galaxy 2

Digital Spy (UK) : Red Dead Redemption

God is a Geek (UK) : Mass Effect 2

VGChartz (UK) : Mass Effect 2

VGChartz Readers' Choice GOTY (UK) : Mass Effect 2

MediaKick (UK) : Mass Effect 2

MediaKick Staff's Choice GOTY (UK) : Assassin's Creed: Brotherhood

Everything 4 Gamers (CA) : Mass Effect 2

The A.V. Club (US) : Mass Effect 2
Wired (US) : StarCraft II: Wings of Liberty

HEXUS.net (UK) : Mass Effect 2

HEXUS.net Readers' Choice GOTY (UK) : Mass Effect 2

Gamer.nl (NL) : Red Dead Redemption

Level7 (NU) : Red Dead Redemption

Blast Magazine (US) : Red Dead Redemption

The Salt Lake Tribune (US) : Mass Effect 2

VideoGamer (UK) : Heavy Rain

VideoGamer Readers' Choice GOTY (UK) : Red Dead Redemption

CNN (US) : Heavy Rain

Gaming Union (UK) : Heavy Rain

Softpedia (RO) : Fallout: New Vegas

TODAYonline (SG) : Mass Effect 2

Yahoo! Games (UK) : Halo:Reach

GameAxis (SG) : Bayonetta
IncGamers (UK) : Mass Effect 2

CBC News (CA) : Mass Effect 2

JoBlo The Digital Dorm (US) : Red Dead Redemption

WatchMojo (CA) : Call of Duty: Black Ops

4PLAYER.DE (DE) : Heavy Rain

Games On Net (AU) : Mass Effect 2

Games On Net Readers' Choice GOTY (AU) : Mass Effect 2

Gamekult Awards (FR) : Red Dead Redemption

Eurogamer (UK) : Mass Effect 2

Eurogamer Readers' Choice GOTY (UK) : Mass Effect 2

Eurogamer Readers' Choice GOTY (NL) : Red Dead Redemption

Revision3 The Totally Rad Show (US) : Heavy Rain

GameReactor (NO) : Super Mario Galaxy 2

GameReactor Readers' Choice GOTY (NO) :

Gamer365 (HU) : Red Dead Redemption
3DJuegos (ES) : Red Dead Redemption

3DJuegos Readers' Choice GOTY (ES) : Red Dead Redemption

MANIAC.de (DE) : Red Dead Redemption

Shacknews (US) : Red Dead Redemption

Extreme Gamer (CA) : Red Dead Redemption

GamerNode (US) : Mass Effect 2


ALT+F4 (US) : Red Dead Redemption

D+PAD Magazine (UK) : Mass Effect 2

Everyday Gamers (US) : Mass Effect 2

Nerdemic (US) : Red Dead Redemption

Go! Gaming Giant (UK) : Mass Effect 2

GameCritics.com (US) : Deadly Premonition

Mirror (UK) : Fallout: New Vegas

GamesAreEvil (US) : Red Dead Redemption
GameReactor (UK) : Mass Effect 2

Joystick Division (US) : Red Dead Redemption

TheSixthAxis (UK) : Heavy Rain

Eurogamer Readers' Choice GOTY (DE) : Red Dead Redemption


Gametrailers (US) : Mass Effect 2

GamingBits (US) : Mass Effect 2

Joystiq (US) : Mass Effect 2

Dose.ca (CA) : Mass Effect 2

Ripten (US) : Red Dead Redemption

Ology (US) : Red Dead Redemption

The Indianapolis Star (US) : Deadly Premonition

Battle Creek Enquirer (US) : Heavy Rain

Fragland (BE) : Red Dead Redemption

Eurogamer (ES) : Red Dead Redemption
Eurogamer Readers' Choice GOTY (ES) : Mass Effect 2

GamersNET (NL) : Red Dead Redemption

Netherlands Experts' Choice GOTY (NL) : Red Dead Redemption

GamingShogun (US) : Red Dead Redemption

Eurogamer Readers' Choice GOTY (PT) : Red Dead Redemption

Game Observer (US) : Amnesia: The Dark Descent

AtomicGamer (US) : Mass Effect 2

BLORGE (US) : Red Dead Redemption

Giant Bomb (US) : Mass Effect 2

Giant Bomb Readers' Choice GOTY (US) : Mass Effect 2

MonsterVine (US) : Red Dead Redemption

WorthPlaying (US) : Red Dead Redemption

MMGN (AU) : Red Dead Redemption

MyInsideGamer (IE) : Mass Effect 2

The Gamers' Temple (US) : Mass Effect 2
Eurogamer Readers' Choice GOTY (IT) : Mass Effect 2

Crush! Frag! Destroy! (US) : Mass Effect 2

Gamer Limit (US) : Mass Effect 2

Elder-Geek (US) : Red Dead Redemption

Suite101.com (CA) : God of War III

DarkStation (UK) : Red Dead Redemption

Game Chronicles (US) : Red Dead Redemption

Console Monster (UK) : Red Dead Redemption

Console Monster Readers' Choice GOTY (UK) : Halo:Reach

Gunaxin (US) : God of War III

Horrible Night (US) : Mass Effect 2

Cheat Happens (US) : Red Dead Redemption

The Newb Review (UK) : Mass Effect 2

Middle East Gamers (AE) : StarCraft II: Wings of Liberty

iafrica.com (ZA) : Mass Effect 2
DualShockers (US) : Mass Effect 2

TGN Times (CA) : Vanquish

Empire (UK) : Mass Effect 2

Gaming Universe (DE) : Super Mario Galaxy 2

ZoKnowsGaming.com (UK) : God of War III

DIY (UK) : Heavy Rain

Thunderbolt (UK) : Red Dead Redemption

eLhabib.at (AT) : Red Dead Redemption

Gamestyle (UK) : Mass Effect 2

InsideGamer (NL) : Red Dead Redemption

The Independent (UK) : Super Mario Galaxy 2

DarkZero (UK) : Bayonetta

Herald Sun (AU) : Super Mario Galaxy 2

Gemakei (US) : Bayonetta

Computer Bild (DE) : Gran Turismo 5



Games TM Magazine (UK) : Super Mario Galaxy 2

Eurogamer Readers' Choice GOTY (DK) : Red Dead Redemption

Kill Screen Magazine (US) : Mass Effect 2

The Escapist Zero Punctuation (US) : Just Cause 2

News10 (US) : Call of Duty: Black Ops

Coventry Telegraph (UK) : Halo:Reach

Electronic Gaming Monthly Magazine (US) : Red Dead Redemption

C&G Monthly Magazine (CA) : Mass Effect 2

EVERYEYE.IT (IT) : Red Dead Redemption

EVERYEYE.IT Readers' Choice GOTY (IT) : Mass Effect 2

Multiplayer.it (IT) : God of War III

Multiplayer.it Readers' Choice GOTY (IT) : Mass Effect 2

DigitalBattle (US) : Super Mario Galaxy 2

Game Informer (US) : Red Dead Redemption

Game Informer Readers' Choice GOTY (US) : Assassin's Creed: Brotherhood



eGamer (ZA) : Heavy Rain

Gamervision (US) : Red Dead Redemption

Le Monde.fr Readers' Choice GOTY (FR) : Red Dead Redemption

GameCaptain (DE) : Red Dead Redemption

GamingXP (DE) : Red Dead Redemption

GameReactor (IT/ES) : Super Mario Galaxy 2

Portugal Gaming (PT) : Red Dead Redemption

New Game Network (US) : Red Dead Redemption

Metacritic Readers' Choice GOTY (US) : Red Dead Redemption

Living Games Festival Awards (DE) : Heavy Rain

IndianVideoGamer (IN) : Red Dead Redemption

DamnLag (US) : Super Mario Galaxy 2

HollywoodChicago.com (US) : Red Dead Redemption

1UP (US) : Red Dead Redemption

1UP Readers' Choice GOTY (US) : Call of Duty: Black Ops



fokgames.nl (NL) : Red Dead Redemption

fokgames.nl Readers' Choice GOTY (NL) : Mass Effect 2

Cinema e VideoGiochi (IT) : Red Dead Redemption

Reload Replay (US) : Red Dead Redemption

IGN (US) : Mass Effect 2

IGN Readers' Choice GOTY (US) : Mass Effect 2

VG-Reloaded (UK) : Mass Effect 2

NeoGAF (US) : Mass Effect 2

The Epoch Times (US) : Mass Effect 2

infinitecontinues (UK) : Battlefield: Bad Company 2

Gameshark (US) : BioShock 2

GameFAQs (US) : Mass Effect 2

Diehard Gamefan (US) : Mass Effect 2

Gameswelt (DE) : Red Dead Redemption

411mania (US) : Red Dead Redemption



Gamezone (DE) : Red Dead Redemption

GAMEBLOG.fr (FR) : Red Dead Redemption

The Escapist (US) : Red Dead Redemption

SideQuesting (US) : Mass Effect 2

AceGamez (UK) : Red Dead Redemption

Kotaku (US) : Red Dead Redemption

Kotaku Readers' Choice GOTY (US) : Mass Effect 2

GamingLives (UK) : Mass Effect 2

Xtreme Gaming 24/7 (UK) : Heavy Rain

Nukoda (US) : Red Dead Redemption

WingDamage.com (US) : Mass Effect 2

Anime Expo® (US) : Mass Effect 2

Scorephoria (US) : Mass Effect 2

Game Rant (CA) : Mass Effect 2

USA TODAY Game Hunters (US) : Red Dead Redemption



GamersLand (IR) : Red Dead Redemption

gameroni (US) : Bayonetta

Evil Avatar (US) : Mass Effect 2

Evil Avatar Readers' Choice GOTY (US) : Mass Effect 2

GAMEcore.se (SE) : Super Mario Galaxy 2

AIAS - Interactive Achievement Awards (US) : Mass Effect 2

Game Developers Choice Awards (US) : Red Dead Redemption

NAViGaTR Awards (US) : Red Dead Redemption

BAFTA Awards (UK) : Mass Effect 2

BAFTA The GAME Award 2010 - Readers' Choice (UK) : Call of Duty: Black Ops

DOME.fi (FI) : Mass Effect 2

GRY OnLine (PL) : Mass Effect 2

GameVicio (BR) : God of War III

Dataspelsgalan 2011 (SE) : Mass Effect 2

Dataspelsgalan People's Choice GOTY (SE) : Mass Effect 2



Game Industry News (US) : Red Dead Redemption

Game Critics Awards (US) : Red Dead Redemption

Gamemag Readers' Choice GOTY (IT) : Mass Effect 2

Danish Game Awards (DK) : Red Dead Redemption

Gullstikka (NO) : Red Dead Redemption

PlayGround.ru (RU) : Enslaved: Odyssey to the West

PlayGround.ru Readers' Choice GOTY (RU) : Mass Effect 2

Box Office Prophet - Calvin Awards (US) : Halo:Reach

Daily Rush (DK) : Red Dead Redemption




* The Winners of this year *


Red Dead Redemption - 111

The Critics' Picks - 87

The Readers' Picks - 24


Mass Effect 2 - 101

The Critics' Picks - 68

The Readers' Picks - 33


Super Mario Galaxy 2 - 19

The Critics' Picks - 17

The Readers' Picks - 2


Heavy Rain - 12

The Critics' Picks - 11

The Readers' Picks - 1


God of War III - 7

StarCraft II: Wings of Liberty - 6

Bayonetta - 5

Call of Duty: Black Ops - 5

Fallout: New Vegas - 4

Halo:Reach - 4

Assassin's Creed: Brotherhood - 3

Deadly Premonition - 3

Vanquish - 2

Alan Wake - 1

Amnesia: The Dark Descent - 1

Battlefield: Bad Company 2 - 1

BioShock 2 - 1

Darksiders - 1

Enslaved: Odyssey to the West - 1

Epic Mickey - 1

Gran Turismo 5 - 1

Just Cause 2 - 1




* The Big Winner of the Year *

   Red Dead Redemption

 










GameSpot said "It's hard to argue with a game as accomplished as Red Dead Redemption. This is a game with a lot of things going for it--a complete package that offers excellent gameplay, stirring music, memorable characters expertly given life with superb voice acting, and an enthralling story taken from the pages of classic Western films. Red Dead Redemption is GameSpot's 2010 Game of the Year."



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* Updated, thanks GottaGet! - Next Gen News / The Married Gamers / Snackbar Games / MTV Multiplayer / Zoopy TV GameState / Game Revolution / Guardian / Talking About Games / Vagary.TV /ScrewAttack Readers' Choice GOTY /  ALT+F4 / D+PAD Magazine / Everyday Gamers / Nerdemic / Go! Gaming Giant / GameCritics.com / Mirror / GamesAreEvil / GameReactor (UK) / Joystick Division / TheSixthAxis / Eurogamer Readers' Choice GOTY (DE) / Destructoid Readers' Choice GOTY / GamingBits / Dose.ca / DualShockers / TGN Times / Empire / Gaming Universe / ZoKnowsGaming.com  / VG-Reloaded / NeoGAF / The Epoch Times / infinitecontinues / GamingLives / Xtreme Gaming 24/7 / Nukoda / WingDamage.com / Anime Expo® / Scorephoria Awards.

* Updated, thanks Pagamesh23! - MediaKick / Everything 4 Gamers / GamingBits / Dose.ca / Eurogamer Readers' Choice GOTY (IT) / Evil Avatar / Evil Avatar Readers' Choice GOTY / DOME.fi / GRY OnLine Awards.

* Updated, thanks hansomeads! - Gunaxin / Horrible Night Awards.

* Updated, thanks desperado! - The Newb Review / Middle East Gamers Awards.

* Updated, thanks petesan! - Living Games Festival / fokgames.nl / Cinema e VideoGiochi / Reload Replay Awards.
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Next Page - 2010 Genre Awards
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