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Inferred Lighting:Fast Dynamic lighting and shadows for opaque and translucent objectsoriginal paper by Scott Kircher, Alan Lawrancehttp://cafe.naver.com/shader蠏 (guardin@naver.com)
Forward Rendering襷  殊危(dynamic lighting)殊危瑚 襷讌 襦 焔レ 蠍蟆 讌れ 讌(material) る語 殊危螻 蠏碁殊 MSAA
Deferred ShadingGeometry Pass譟磯 螻一  焔(Color, Depth, Normal, Specular)  覯殊 狩 蠍一 れ(G-Buffer) 襷Light Pass螳螳 譟磯   覦 曙れ 殊危  覯殊 れ襦 覲伎企 曙襷 殊危
Deferred Shading
Deferred Shading襷  殊危(dynamic lighting) 焔ルれ 讌(material)  企れ る語 殊危螻 蠏碁殊 MSAA 讌 覦讌 覈詩*
Light Pre-Pass RenderingGeometry Pass譟磯 螻一  焔(Depth, Normal) 豕  覯殊 狩 蠍一 れ(G-Buffer) 襷
Light Pre-Pass RenderingLight Pass螳螳 譟磯   覦 曙れ 殊危  覯殊 狩 蠍一  れ(L-Buffer) 襷
Light Pre-Pass RenderingMaterial Pass 覯殊 Forward Rendering 覃伎 L-Buffer 蟆郁骸襯 谿語^ L-Buffer * Material襦 豕譬 color螳 螻壱.
Light Pre-Pass Rendering襷  殊危(dynamic lighting) 焔*れ 讌(material) る語 殊危螻 蠏碁殊 MSAA*
Inferred Lighting襷  殊危(dynamic lighting) 焔ルれ 讌(material) る語 殊危螻 蠏碁殊 MSAA
Main Idea伎/螻伎(mixed) 覯朱ゼ Geometry PassG-Buffer襯 Back Buffer覲企  伎襦 襷Light PassG-Buffer襯 伎 殊危 蟆郁骸襯 L-Buffer 襷Material PassScene Forward Rendering覃伎 L-Buffer 蟆郁骸 Material . (Up Sampling)DSF(Discontinuity Sensitive Filtering)襯 伎 伎->螻伎襦 up-sampling
Inferred LightingGeometry Pass: 800x450Light Pass: 800x450Material Pass: 1280x720, 8x MSAA
DSF (Discontinuity Sensitive Filtering)伎->螻伎 up-sampling 覃伎 蠏轟 edge aliasing 覦Bilinear filterDSF
Inferred Lighting
Determining Lighting Sample Validitynormal螻 depth襯 觜蟲Bilateral filteringSlowTwo textures
Nonlinear depth
Normal reconstructionDSF BufferLinear Depth (red)Object/Instance ID (green)Normal Group ID (blue)Single ID in DSF buffer	 (DSF ID)
Using DSF BufferAlbedo, etcDepth ID襯 觜蟲.bias bilinear filtering weightsmaterial 覲伎 蟆壱DepthDSF IDPixel ShaderFetchFetch
Light Pre-Pass Rendering (33fps)DSF
Inferred Lighting (40fps)DSF
Inferred Lighting vs. Forward Rendering101 objects, 81 lights. (xbox360)Inferred Lighting: 29.4ms  (34fps)Forward Rendering: 167ms  (6fps)

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