[shaderx5] 4.2 Multisampling Extension for Gradient Shadow Maps譬觜
油
This document discusses techniques for improving gradient shadow maps, including merging gradient shadow maps with percentage-closer filtering (PCF) by calculating gradients over PCF areas and optimizing texture lookups. It introduces using slope-scale depth bias, fuzzy depth comparison, and linearly filtered depth values to reduce acne artifacts. It then describes combining gradient shadow maps and PCF by calculating average gradients over PCF areas to reduce sampling counts.
[shaderx5] 4.2 Multisampling Extension for Gradient Shadow Maps譬觜
油
This document discusses techniques for improving gradient shadow maps, including merging gradient shadow maps with percentage-closer filtering (PCF) by calculating gradients over PCF areas and optimizing texture lookups. It introduces using slope-scale depth bias, fuzzy depth comparison, and linearly filtered depth values to reduce acne artifacts. It then describes combining gradient shadow maps and PCF by calculating average gradients over PCF areas to reduce sampling counts.
[GEG1] 10.camera-centric engine design for multithreaded rendering譬觜
油
This document discusses using a camera-centric design for multithreaded rendering. It describes dividing the rendering process into per-camera render views. Commands are generated and collected in parallel on a per-object basis for each view. The commands are then executed sequentially per view type during serialization to the graphics device. This approach aims to improve load balancing and parallelization compared to other multithreaded rendering techniques.
[shaderx7] 8.1 Cross-Platform Rendering Thread : Design and Implementation 譬觜
油
This document discusses a cross-platform rendering thread design and implementation. It aims to minimize CPU bottlenecks by decoupling rendering work from the CPU using a client-server model with separate threads for the client and server. Commands are queued by the client and executed by the server using the appropriate platform graphics API. State is cached and synchronized between the client and server using command objects and buffers to ensure thread safety. Triple buffering and command buffer serialization are discussed as optimizations.