SlideShare a Scribd company logo
1 of 21
Download to read offline
Inferred rendering




http://ozlael.egloos.com/
Forward Rendering


●   Traditional Render
●   Single Pass Lighting
●   Multipass Lighting
Forward Rendering
          :Single Pass Lighting

●   For each object:
    Render mesh, applying all lights in one shader
●   Good for scenes with small numbers of li
    ghts (eg.outdoor sunlight)
●   Difficult to organize if there are many light
    s
●
    Shader combinations explosion
Forward Rendering
                 :Multipass Lighting

●   For each light:
    –   For each object affected by the light:
         ●   framebuffer += object * light
●   Worst case complexity is num_objects * n
    um_lights
●   Shader for each material and light type
Forward Rendering
               :Multipass Lighting

●   Wasted shader cycles
    –   Invisible surfaces / overdraw
    –   Triangles outside light influence
●   Ideally the scene should be split exactly a
    long lightboundaries, but getting this right
    for dynamic lightscan be a lot of CPU wor
    k
Deferred Rendering


●   For each object:
    –   Render to multiple targets
    –   Render surface properties into the G-Buffer
●   For each light:
    –   Apply light as a 2D postprocess
    –   Use G-Buffer to compute lighting
    –   Add result to frame buffer
Deferred Rendering


●   Worst case complexity is num_objects +
    num_lights
●   Simpler shaders
Deferred Rendering
      G-buffer
Deferred Rendering
      G-buffer
Deferred Rendering
      G-buffer
Deferred Rendering
       Result
MRT
Determine Lit Pixels
Determine Lit Pixels
Early-Z Pass


●   Similar to Early-Z Pass
    –   1st Pass: Visibility tests
    –   2nd Pass: Shading
●   Different than Early-Z Pass
    –   Geometry is only transformed once
Deferred Rendering
                 Weak point

●   Does not handle transparent objects
    –   Forward Rendering Pass
●   H/W Anti-aliasing difficult
●   Material limited
●   Many memory bandwidth
Pre-light Pass


●   Geometry pass:
    –   fill up normal and depth buffer
●   Lighting pass:
    –   store light properties in light buffer
●   2. Geometry pass:
    –   fetch light buffer and apply different material
          terms per surface by re-constructing the
          lighting equation
Pre-light Pass


●   Geometry pass:
    –   fill up normal and depth buffer
●   Lighting pass:
    –   store light properties in light buffer
●   2. Geometry pass:
    –   fetch light buffer and apply different material
          terms per surface by re-constructing the
          lighting equation
Pre-light Pass

Render opaque Geometry sorted front-to-back


   Normals
                           Depth                      Color
Specular Power



                   Blit Lights into Light Buffer (sorted front-to-back)


            Light Buffer


                   Render opaque Geometry sorted front-to-back
                   or
                   Blit ambient term and other lighting terms into final image


           Frame Buffer
Pre-light Pass




Resistance 2TM in-game screenshot; first row on the left is the depth buffer, on the right is the normal buffer; in the second row is the diffuse light buffer
and on the right is the specular light buffer; in the last row is the final result.
Pre-light Pass


●   Flexible Materials
●   H/W MSAA
●   Not Lighting/Shadowing Alpha Geometry

More Related Content

What's hot

Deferred Rendering in Killzone 2
Deferred Rendering in Killzone 2Deferred Rendering in Killzone 2
Deferred Rendering in Killzone 2ozlael ozlael
 
A Bit More Deferred Cry Engine3
A Bit More Deferred   Cry Engine3A Bit More Deferred   Cry Engine3
A Bit More Deferred Cry Engine3guest11b095
 
Calibrating Lighting and Materials in Far Cry 3
Calibrating Lighting and Materials in Far Cry 3Calibrating Lighting and Materials in Far Cry 3
Calibrating Lighting and Materials in Far Cry 3stevemcauley
 
Paris Master Class 2011 - 01 Deferred Lighting, MSAA
Paris Master Class 2011 - 01 Deferred Lighting, MSAAParis Master Class 2011 - 01 Deferred Lighting, MSAA
Paris Master Class 2011 - 01 Deferred Lighting, MSAAWolfgang Engel
 
Around the World in 80 Shaders
Around the World in 80 ShadersAround the World in 80 Shaders
Around the World in 80 Shadersstevemcauley
 
The Rendering Technology of Killzone 2
The Rendering Technology of Killzone 2The Rendering Technology of Killzone 2
The Rendering Technology of Killzone 2Guerrilla
 
Secrets of CryENGINE 3 Graphics Technology
Secrets of CryENGINE 3 Graphics TechnologySecrets of CryENGINE 3 Graphics Technology
Secrets of CryENGINE 3 Graphics TechnologyTiago Sousa
 
Destruction Masking in Frostbite 2 using Volume Distance Fields
Destruction Masking in Frostbite 2 using Volume Distance FieldsDestruction Masking in Frostbite 2 using Volume Distance Fields
Destruction Masking in Frostbite 2 using Volume Distance FieldsElectronic Arts / DICE
 
GDC 2012: Advanced Procedural Rendering in DX11
GDC 2012: Advanced Procedural Rendering in DX11GDC 2012: Advanced Procedural Rendering in DX11
GDC 2012: Advanced Procedural Rendering in DX11smashflt
 
The rendering technology of 'lords of the fallen' philip hammer
The rendering technology of 'lords of the fallen'   philip hammerThe rendering technology of 'lords of the fallen'   philip hammer
The rendering technology of 'lords of the fallen' philip hammerMary Chan
 
Rendering AAA-Quality Characters of Project A1
Rendering AAA-Quality Characters of Project A1Rendering AAA-Quality Characters of Project A1
Rendering AAA-Quality Characters of Project A1Ki Hyunwoo
 
Crysis Next-Gen Effects (GDC 2008)
Crysis Next-Gen Effects (GDC 2008)Crysis Next-Gen Effects (GDC 2008)
Crysis Next-Gen Effects (GDC 2008)Tiago Sousa
 
GDC 2014 - Deformable Snow Rendering in Batman: Arkham Origins
GDC 2014 - Deformable Snow Rendering in Batman: Arkham OriginsGDC 2014 - Deformable Snow Rendering in Batman: Arkham Origins
GDC 2014 - Deformable Snow Rendering in Batman: Arkham OriginsColin Barré-Brisebois
 
A 2.5D Culling for Forward+ (SIGGRAPH ASIA 2012)
A 2.5D Culling for Forward+ (SIGGRAPH ASIA 2012)A 2.5D Culling for Forward+ (SIGGRAPH ASIA 2012)
A 2.5D Culling for Forward+ (SIGGRAPH ASIA 2012)Takahiro Harada
 
A new Post-Processing Pipeline
A new Post-Processing PipelineA new Post-Processing Pipeline
A new Post-Processing PipelineWolfgang Engel
 
Epic_GDC2011_Samaritan
Epic_GDC2011_SamaritanEpic_GDC2011_Samaritan
Epic_GDC2011_SamaritanMinGeun Park
 
Paris Master Class 2011 - 05 Post-Processing Pipeline
Paris Master Class 2011 - 05 Post-Processing PipelineParis Master Class 2011 - 05 Post-Processing Pipeline
Paris Master Class 2011 - 05 Post-Processing PipelineWolfgang Engel
 
GTC 2014 - DirectX 11 Rendering and NVIDIA GameWorks in Batman: Arkham Origins
GTC 2014 - DirectX 11 Rendering and NVIDIA GameWorks in Batman: Arkham OriginsGTC 2014 - DirectX 11 Rendering and NVIDIA GameWorks in Batman: Arkham Origins
GTC 2014 - DirectX 11 Rendering and NVIDIA GameWorks in Batman: Arkham OriginsColin Barré-Brisebois
 
SPU-Based Deferred Shading in BATTLEFIELD 3 for Playstation 3
SPU-Based Deferred Shading in BATTLEFIELD 3 for Playstation 3SPU-Based Deferred Shading in BATTLEFIELD 3 for Playstation 3
SPU-Based Deferred Shading in BATTLEFIELD 3 for Playstation 3Electronic Arts / DICE
 
Paris Master Class 2011 - 07 Dynamic Global Illumination
Paris Master Class 2011 - 07 Dynamic Global IlluminationParis Master Class 2011 - 07 Dynamic Global Illumination
Paris Master Class 2011 - 07 Dynamic Global IlluminationWolfgang Engel
 

What's hot (20)

Deferred Rendering in Killzone 2
Deferred Rendering in Killzone 2Deferred Rendering in Killzone 2
Deferred Rendering in Killzone 2
 
A Bit More Deferred Cry Engine3
A Bit More Deferred   Cry Engine3A Bit More Deferred   Cry Engine3
A Bit More Deferred Cry Engine3
 
Calibrating Lighting and Materials in Far Cry 3
Calibrating Lighting and Materials in Far Cry 3Calibrating Lighting and Materials in Far Cry 3
Calibrating Lighting and Materials in Far Cry 3
 
Paris Master Class 2011 - 01 Deferred Lighting, MSAA
Paris Master Class 2011 - 01 Deferred Lighting, MSAAParis Master Class 2011 - 01 Deferred Lighting, MSAA
Paris Master Class 2011 - 01 Deferred Lighting, MSAA
 
Around the World in 80 Shaders
Around the World in 80 ShadersAround the World in 80 Shaders
Around the World in 80 Shaders
 
The Rendering Technology of Killzone 2
The Rendering Technology of Killzone 2The Rendering Technology of Killzone 2
The Rendering Technology of Killzone 2
 
Secrets of CryENGINE 3 Graphics Technology
Secrets of CryENGINE 3 Graphics TechnologySecrets of CryENGINE 3 Graphics Technology
Secrets of CryENGINE 3 Graphics Technology
 
Destruction Masking in Frostbite 2 using Volume Distance Fields
Destruction Masking in Frostbite 2 using Volume Distance FieldsDestruction Masking in Frostbite 2 using Volume Distance Fields
Destruction Masking in Frostbite 2 using Volume Distance Fields
 
GDC 2012: Advanced Procedural Rendering in DX11
GDC 2012: Advanced Procedural Rendering in DX11GDC 2012: Advanced Procedural Rendering in DX11
GDC 2012: Advanced Procedural Rendering in DX11
 
The rendering technology of 'lords of the fallen' philip hammer
The rendering technology of 'lords of the fallen'   philip hammerThe rendering technology of 'lords of the fallen'   philip hammer
The rendering technology of 'lords of the fallen' philip hammer
 
Rendering AAA-Quality Characters of Project A1
Rendering AAA-Quality Characters of Project A1Rendering AAA-Quality Characters of Project A1
Rendering AAA-Quality Characters of Project A1
 
Crysis Next-Gen Effects (GDC 2008)
Crysis Next-Gen Effects (GDC 2008)Crysis Next-Gen Effects (GDC 2008)
Crysis Next-Gen Effects (GDC 2008)
 
GDC 2014 - Deformable Snow Rendering in Batman: Arkham Origins
GDC 2014 - Deformable Snow Rendering in Batman: Arkham OriginsGDC 2014 - Deformable Snow Rendering in Batman: Arkham Origins
GDC 2014 - Deformable Snow Rendering in Batman: Arkham Origins
 
A 2.5D Culling for Forward+ (SIGGRAPH ASIA 2012)
A 2.5D Culling for Forward+ (SIGGRAPH ASIA 2012)A 2.5D Culling for Forward+ (SIGGRAPH ASIA 2012)
A 2.5D Culling for Forward+ (SIGGRAPH ASIA 2012)
 
A new Post-Processing Pipeline
A new Post-Processing PipelineA new Post-Processing Pipeline
A new Post-Processing Pipeline
 
Epic_GDC2011_Samaritan
Epic_GDC2011_SamaritanEpic_GDC2011_Samaritan
Epic_GDC2011_Samaritan
 
Paris Master Class 2011 - 05 Post-Processing Pipeline
Paris Master Class 2011 - 05 Post-Processing PipelineParis Master Class 2011 - 05 Post-Processing Pipeline
Paris Master Class 2011 - 05 Post-Processing Pipeline
 
GTC 2014 - DirectX 11 Rendering and NVIDIA GameWorks in Batman: Arkham Origins
GTC 2014 - DirectX 11 Rendering and NVIDIA GameWorks in Batman: Arkham OriginsGTC 2014 - DirectX 11 Rendering and NVIDIA GameWorks in Batman: Arkham Origins
GTC 2014 - DirectX 11 Rendering and NVIDIA GameWorks in Batman: Arkham Origins
 
SPU-Based Deferred Shading in BATTLEFIELD 3 for Playstation 3
SPU-Based Deferred Shading in BATTLEFIELD 3 for Playstation 3SPU-Based Deferred Shading in BATTLEFIELD 3 for Playstation 3
SPU-Based Deferred Shading in BATTLEFIELD 3 for Playstation 3
 
Paris Master Class 2011 - 07 Dynamic Global Illumination
Paris Master Class 2011 - 07 Dynamic Global IlluminationParis Master Class 2011 - 07 Dynamic Global Illumination
Paris Master Class 2011 - 07 Dynamic Global Illumination
 

Similar to Inferred rendering techniques

Rendering Tech of Space Marine
Rendering Tech of Space MarineRendering Tech of Space Marine
Rendering Tech of Space MarinePope Kim
 
Visible surface detection in computer graphic
Visible surface detection in computer graphicVisible surface detection in computer graphic
Visible surface detection in computer graphicanku2266
 
Unity: Next Level Rendering Quality
Unity: Next Level Rendering QualityUnity: Next Level Rendering Quality
Unity: Next Level Rendering QualityUnity Technologies
 
Fast methods for deep learning based object detection
Fast methods for deep learning based object detectionFast methods for deep learning based object detection
Fast methods for deep learning based object detectionBrodmann17
 
Deferred Rendering in Killzone 2
Deferred Rendering in Killzone 2Deferred Rendering in Killzone 2
Deferred Rendering in Killzone 2Guerrilla
 
Green Custard Friday Talk 17: Ray Tracing
Green Custard Friday Talk 17: Ray TracingGreen Custard Friday Talk 17: Ray Tracing
Green Custard Friday Talk 17: Ray TracingGreen Custard
 
Deep image retrieval - learning global representations for image search - ub ...
Deep image retrieval - learning global representations for image search - ub ...Deep image retrieval - learning global representations for image search - ub ...
Deep image retrieval - learning global representations for image search - ub ...Universitat de Barcelona
 
Lighting Shading by John Hable
Lighting Shading by John HableLighting Shading by John Hable
Lighting Shading by John HableNaughty Dog
 
Modern Graphics Pipeline Overview
Modern Graphics Pipeline OverviewModern Graphics Pipeline Overview
Modern Graphics Pipeline Overviewslantsixgames
 
Deep image retrieval learning global representations for image search
Deep image retrieval  learning global representations for image searchDeep image retrieval  learning global representations for image search
Deep image retrieval learning global representations for image searchUniversitat Politècnica de Catalunya
 
A Practical and Robust Bump-mapping Technique for Today’s GPUs (slides)
A Practical and Robust Bump-mapping Technique for Today’s GPUs (slides)A Practical and Robust Bump-mapping Technique for Today’s GPUs (slides)
A Practical and Robust Bump-mapping Technique for Today’s GPUs (slides)Mark Kilgard
 

Similar to Inferred rendering techniques (11)

Rendering Tech of Space Marine
Rendering Tech of Space MarineRendering Tech of Space Marine
Rendering Tech of Space Marine
 
Visible surface detection in computer graphic
Visible surface detection in computer graphicVisible surface detection in computer graphic
Visible surface detection in computer graphic
 
Unity: Next Level Rendering Quality
Unity: Next Level Rendering QualityUnity: Next Level Rendering Quality
Unity: Next Level Rendering Quality
 
Fast methods for deep learning based object detection
Fast methods for deep learning based object detectionFast methods for deep learning based object detection
Fast methods for deep learning based object detection
 
Deferred Rendering in Killzone 2
Deferred Rendering in Killzone 2Deferred Rendering in Killzone 2
Deferred Rendering in Killzone 2
 
Green Custard Friday Talk 17: Ray Tracing
Green Custard Friday Talk 17: Ray TracingGreen Custard Friday Talk 17: Ray Tracing
Green Custard Friday Talk 17: Ray Tracing
 
Deep image retrieval - learning global representations for image search - ub ...
Deep image retrieval - learning global representations for image search - ub ...Deep image retrieval - learning global representations for image search - ub ...
Deep image retrieval - learning global representations for image search - ub ...
 
Lighting Shading by John Hable
Lighting Shading by John HableLighting Shading by John Hable
Lighting Shading by John Hable
 
Modern Graphics Pipeline Overview
Modern Graphics Pipeline OverviewModern Graphics Pipeline Overview
Modern Graphics Pipeline Overview
 
Deep image retrieval learning global representations for image search
Deep image retrieval  learning global representations for image searchDeep image retrieval  learning global representations for image search
Deep image retrieval learning global representations for image search
 
A Practical and Robust Bump-mapping Technique for Today’s GPUs (slides)
A Practical and Robust Bump-mapping Technique for Today’s GPUs (slides)A Practical and Robust Bump-mapping Technique for Today’s GPUs (slides)
A Practical and Robust Bump-mapping Technique for Today’s GPUs (slides)
 

More from ozlael ozlael

Unity & VR (Unity Roadshow 2016)
Unity & VR (Unity Roadshow 2016)Unity & VR (Unity Roadshow 2016)
Unity & VR (Unity Roadshow 2016)ozlael ozlael
 
뭣이 중헌디? 성능 프로파일링도 모름서 - 유니티 성능 프로파일링 가이드 (IGC16)
뭣이 중헌디? 성능 프로파일링도 모름서 - 유니티 성능 프로파일링 가이드 (IGC16)뭣이 중헌디? 성능 프로파일링도 모름서 - 유니티 성능 프로파일링 가이드 (IGC16)
뭣이 중헌디? 성능 프로파일링도 모름서 - 유니티 성능 프로파일링 가이드 (IGC16)ozlael ozlael
 
Optimizing mobile applications - Ian Dundore, Mark Harkness
Optimizing mobile applications - Ian Dundore, Mark HarknessOptimizing mobile applications - Ian Dundore, Mark Harkness
Optimizing mobile applications - Ian Dundore, Mark Harknessozlael ozlael
 
그래픽 최적화로 가...가버렷! (부제: 배치! 배칭을 보자!) , Batch! Let's take a look at Batching! -...
그래픽 최적화로 가...가버렷! (부제: 배치! 배칭을 보자!) , Batch! Let's take a look at Batching! -...그래픽 최적화로 가...가버렷! (부제: 배치! 배칭을 보자!) , Batch! Let's take a look at Batching! -...
그래픽 최적화로 가...가버렷! (부제: 배치! 배칭을 보자!) , Batch! Let's take a look at Batching! -...ozlael ozlael
 
유니티 그래픽 최적화, 어디까지 해봤니 (Optimizing Unity Graphics) Unite Seoul Ver.
유니티 그래픽 최적화, 어디까지 해봤니 (Optimizing Unity Graphics) Unite Seoul Ver.유니티 그래픽 최적화, 어디까지 해봤니 (Optimizing Unity Graphics) Unite Seoul Ver.
유니티 그래픽 최적화, 어디까지 해봤니 (Optimizing Unity Graphics) Unite Seoul Ver.ozlael ozlael
 
유니티 그래픽 최적화, 어디까지 해봤니 (Optimizing Unity Graphics) NDC15 Ver.
유니티 그래픽 최적화, 어디까지 해봤니 (Optimizing Unity Graphics) NDC15 Ver.유니티 그래픽 최적화, 어디까지 해봤니 (Optimizing Unity Graphics) NDC15 Ver.
유니티 그래픽 최적화, 어디까지 해봤니 (Optimizing Unity Graphics) NDC15 Ver.ozlael ozlael
 
Infinity Blade and beyond
Infinity Blade and beyondInfinity Blade and beyond
Infinity Blade and beyondozlael ozlael
 
스티브잡스처럼 프레젠테이션하기
스티브잡스처럼 프레젠테이션하기스티브잡스처럼 프레젠테이션하기
스티브잡스처럼 프레젠테이션하기ozlael ozlael
 
유니티의 라이팅이 안 이쁘다구요? (A to Z of Lighting)
유니티의 라이팅이 안 이쁘다구요? (A to Z of Lighting)유니티의 라이팅이 안 이쁘다구요? (A to Z of Lighting)
유니티의 라이팅이 안 이쁘다구요? (A to Z of Lighting)ozlael ozlael
 
Introduce coco2dx with cookingstar
Introduce coco2dx with cookingstarIntroduce coco2dx with cookingstar
Introduce coco2dx with cookingstarozlael ozlael
 
Deferred rendering case study
Deferred rendering case studyDeferred rendering case study
Deferred rendering case studyozlael ozlael
 
Kgc make stereo game on pc
Kgc make stereo game on pcKgc make stereo game on pc
Kgc make stereo game on pcozlael ozlael
 
Modern gpu optimize blog
Modern gpu optimize blogModern gpu optimize blog
Modern gpu optimize blogozlael ozlael
 
Bickerstaff benson making3d games on the playstation3
Bickerstaff benson making3d games on the playstation3Bickerstaff benson making3d games on the playstation3
Bickerstaff benson making3d games on the playstation3ozlael ozlael
 
Hable uncharted2(siggraph%202010%20 advanced%20realtime%20rendering%20course)
Hable uncharted2(siggraph%202010%20 advanced%20realtime%20rendering%20course)Hable uncharted2(siggraph%202010%20 advanced%20realtime%20rendering%20course)
Hable uncharted2(siggraph%202010%20 advanced%20realtime%20rendering%20course)ozlael ozlael
 
Deferred rendering in_leadwerks_engine[1]
Deferred rendering in_leadwerks_engine[1]Deferred rendering in_leadwerks_engine[1]
Deferred rendering in_leadwerks_engine[1]ozlael ozlael
 

More from ozlael ozlael (20)

Unity & VR (Unity Roadshow 2016)
Unity & VR (Unity Roadshow 2016)Unity & VR (Unity Roadshow 2016)
Unity & VR (Unity Roadshow 2016)
 
뭣이 중헌디? 성능 프로파일링도 모름서 - 유니티 성능 프로파일링 가이드 (IGC16)
뭣이 중헌디? 성능 프로파일링도 모름서 - 유니티 성능 프로파일링 가이드 (IGC16)뭣이 중헌디? 성능 프로파일링도 모름서 - 유니티 성능 프로파일링 가이드 (IGC16)
뭣이 중헌디? 성능 프로파일링도 모름서 - 유니티 성능 프로파일링 가이드 (IGC16)
 
Optimizing mobile applications - Ian Dundore, Mark Harkness
Optimizing mobile applications - Ian Dundore, Mark HarknessOptimizing mobile applications - Ian Dundore, Mark Harkness
Optimizing mobile applications - Ian Dundore, Mark Harkness
 
그래픽 최적화로 가...가버렷! (부제: 배치! 배칭을 보자!) , Batch! Let's take a look at Batching! -...
그래픽 최적화로 가...가버렷! (부제: 배치! 배칭을 보자!) , Batch! Let's take a look at Batching! -...그래픽 최적화로 가...가버렷! (부제: 배치! 배칭을 보자!) , Batch! Let's take a look at Batching! -...
그래픽 최적화로 가...가버렷! (부제: 배치! 배칭을 보자!) , Batch! Let's take a look at Batching! -...
 
유니티 그래픽 최적화, 어디까지 해봤니 (Optimizing Unity Graphics) Unite Seoul Ver.
유니티 그래픽 최적화, 어디까지 해봤니 (Optimizing Unity Graphics) Unite Seoul Ver.유니티 그래픽 최적화, 어디까지 해봤니 (Optimizing Unity Graphics) Unite Seoul Ver.
유니티 그래픽 최적화, 어디까지 해봤니 (Optimizing Unity Graphics) Unite Seoul Ver.
 
유니티 그래픽 최적화, 어디까지 해봤니 (Optimizing Unity Graphics) NDC15 Ver.
유니티 그래픽 최적화, 어디까지 해봤니 (Optimizing Unity Graphics) NDC15 Ver.유니티 그래픽 최적화, 어디까지 해봤니 (Optimizing Unity Graphics) NDC15 Ver.
유니티 그래픽 최적화, 어디까지 해봤니 (Optimizing Unity Graphics) NDC15 Ver.
 
Infinity Blade and beyond
Infinity Blade and beyondInfinity Blade and beyond
Infinity Blade and beyond
 
스티브잡스처럼 프레젠테이션하기
스티브잡스처럼 프레젠테이션하기스티브잡스처럼 프레젠테이션하기
스티브잡스처럼 프레젠테이션하기
 
유니티의 라이팅이 안 이쁘다구요? (A to Z of Lighting)
유니티의 라이팅이 안 이쁘다구요? (A to Z of Lighting)유니티의 라이팅이 안 이쁘다구요? (A to Z of Lighting)
유니티의 라이팅이 안 이쁘다구요? (A to Z of Lighting)
 
Introduce coco2dx with cookingstar
Introduce coco2dx with cookingstarIntroduce coco2dx with cookingstar
Introduce coco2dx with cookingstar
 
Deferred rendering case study
Deferred rendering case studyDeferred rendering case study
Deferred rendering case study
 
Kgc make stereo game on pc
Kgc make stereo game on pcKgc make stereo game on pc
Kgc make stereo game on pc
 
mssao presentation
mssao presentationmssao presentation
mssao presentation
 
Modern gpu optimize blog
Modern gpu optimize blogModern gpu optimize blog
Modern gpu optimize blog
 
Modern gpu optimize
Modern gpu optimizeModern gpu optimize
Modern gpu optimize
 
Bickerstaff benson making3d games on the playstation3
Bickerstaff benson making3d games on the playstation3Bickerstaff benson making3d games on the playstation3
Bickerstaff benson making3d games on the playstation3
 
DOF Depth of Field
DOF Depth of FieldDOF Depth of Field
DOF Depth of Field
 
Hable uncharted2(siggraph%202010%20 advanced%20realtime%20rendering%20course)
Hable uncharted2(siggraph%202010%20 advanced%20realtime%20rendering%20course)Hable uncharted2(siggraph%202010%20 advanced%20realtime%20rendering%20course)
Hable uncharted2(siggraph%202010%20 advanced%20realtime%20rendering%20course)
 
Deferred rendering in_leadwerks_engine[1]
Deferred rendering in_leadwerks_engine[1]Deferred rendering in_leadwerks_engine[1]
Deferred rendering in_leadwerks_engine[1]
 
Ssao
SsaoSsao
Ssao
 

Recently uploaded

WordPress Websites for Engineers: Elevate Your Brand
WordPress Websites for Engineers: Elevate Your BrandWordPress Websites for Engineers: Elevate Your Brand
WordPress Websites for Engineers: Elevate Your Brandgvaughan
 
"ML in Production",Oleksandr Bagan
"ML in Production",Oleksandr Bagan"ML in Production",Oleksandr Bagan
"ML in Production",Oleksandr BaganFwdays
 
Nell’iperspazio con Rocket: il Framework Web di Rust!
Nell’iperspazio con Rocket: il Framework Web di Rust!Nell’iperspazio con Rocket: il Framework Web di Rust!
Nell’iperspazio con Rocket: il Framework Web di Rust!Commit University
 
TrustArc Webinar - How to Build Consumer Trust Through Data Privacy
TrustArc Webinar - How to Build Consumer Trust Through Data PrivacyTrustArc Webinar - How to Build Consumer Trust Through Data Privacy
TrustArc Webinar - How to Build Consumer Trust Through Data PrivacyTrustArc
 
What is DBT - The Ultimate Data Build Tool.pdf
What is DBT - The Ultimate Data Build Tool.pdfWhat is DBT - The Ultimate Data Build Tool.pdf
What is DBT - The Ultimate Data Build Tool.pdfMounikaPolabathina
 
Ensuring Technical Readiness For Copilot in Microsoft 365
Ensuring Technical Readiness For Copilot in Microsoft 365Ensuring Technical Readiness For Copilot in Microsoft 365
Ensuring Technical Readiness For Copilot in Microsoft 3652toLead Limited
 
How to write a Business Continuity Plan
How to write a Business Continuity PlanHow to write a Business Continuity Plan
How to write a Business Continuity PlanDatabarracks
 
The Ultimate Guide to Choosing WordPress Pros and Cons
The Ultimate Guide to Choosing WordPress Pros and ConsThe Ultimate Guide to Choosing WordPress Pros and Cons
The Ultimate Guide to Choosing WordPress Pros and ConsPixlogix Infotech
 
Developer Data Modeling Mistakes: From Postgres to NoSQL
Developer Data Modeling Mistakes: From Postgres to NoSQLDeveloper Data Modeling Mistakes: From Postgres to NoSQL
Developer Data Modeling Mistakes: From Postgres to NoSQLScyllaDB
 
New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024
New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024
New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024BookNet Canada
 
SIP trunking in Janus @ Kamailio World 2024
SIP trunking in Janus @ Kamailio World 2024SIP trunking in Janus @ Kamailio World 2024
SIP trunking in Janus @ Kamailio World 2024Lorenzo Miniero
 
Sample pptx for embedding into website for demo
Sample pptx for embedding into website for demoSample pptx for embedding into website for demo
Sample pptx for embedding into website for demoHarshalMandlekar2
 
TeamStation AI System Report LATAM IT Salaries 2024
TeamStation AI System Report LATAM IT Salaries 2024TeamStation AI System Report LATAM IT Salaries 2024
TeamStation AI System Report LATAM IT Salaries 2024Lonnie McRorey
 
The State of Passkeys with FIDO Alliance.pptx
The State of Passkeys with FIDO Alliance.pptxThe State of Passkeys with FIDO Alliance.pptx
The State of Passkeys with FIDO Alliance.pptxLoriGlavin3
 
Training state-of-the-art general text embedding
Training state-of-the-art general text embeddingTraining state-of-the-art general text embedding
Training state-of-the-art general text embeddingZilliz
 
From Family Reminiscence to Scholarly Archive .
From Family Reminiscence to Scholarly Archive .From Family Reminiscence to Scholarly Archive .
From Family Reminiscence to Scholarly Archive .Alan Dix
 
SALESFORCE EDUCATION CLOUD | FEXLE SERVICES
SALESFORCE EDUCATION CLOUD | FEXLE SERVICESSALESFORCE EDUCATION CLOUD | FEXLE SERVICES
SALESFORCE EDUCATION CLOUD | FEXLE SERVICESmohitsingh558521
 
Rise of the Machines: Known As Drones...
Rise of the Machines: Known As Drones...Rise of the Machines: Known As Drones...
Rise of the Machines: Known As Drones...Rick Flair
 
"Debugging python applications inside k8s environment", Andrii Soldatenko
"Debugging python applications inside k8s environment", Andrii Soldatenko"Debugging python applications inside k8s environment", Andrii Soldatenko
"Debugging python applications inside k8s environment", Andrii SoldatenkoFwdays
 
Digital Identity is Under Attack: FIDO Paris Seminar.pptx
Digital Identity is Under Attack: FIDO Paris Seminar.pptxDigital Identity is Under Attack: FIDO Paris Seminar.pptx
Digital Identity is Under Attack: FIDO Paris Seminar.pptxLoriGlavin3
 

Recently uploaded (20)

WordPress Websites for Engineers: Elevate Your Brand
WordPress Websites for Engineers: Elevate Your BrandWordPress Websites for Engineers: Elevate Your Brand
WordPress Websites for Engineers: Elevate Your Brand
 
"ML in Production",Oleksandr Bagan
"ML in Production",Oleksandr Bagan"ML in Production",Oleksandr Bagan
"ML in Production",Oleksandr Bagan
 
Nell’iperspazio con Rocket: il Framework Web di Rust!
Nell’iperspazio con Rocket: il Framework Web di Rust!Nell’iperspazio con Rocket: il Framework Web di Rust!
Nell’iperspazio con Rocket: il Framework Web di Rust!
 
TrustArc Webinar - How to Build Consumer Trust Through Data Privacy
TrustArc Webinar - How to Build Consumer Trust Through Data PrivacyTrustArc Webinar - How to Build Consumer Trust Through Data Privacy
TrustArc Webinar - How to Build Consumer Trust Through Data Privacy
 
What is DBT - The Ultimate Data Build Tool.pdf
What is DBT - The Ultimate Data Build Tool.pdfWhat is DBT - The Ultimate Data Build Tool.pdf
What is DBT - The Ultimate Data Build Tool.pdf
 
Ensuring Technical Readiness For Copilot in Microsoft 365
Ensuring Technical Readiness For Copilot in Microsoft 365Ensuring Technical Readiness For Copilot in Microsoft 365
Ensuring Technical Readiness For Copilot in Microsoft 365
 
How to write a Business Continuity Plan
How to write a Business Continuity PlanHow to write a Business Continuity Plan
How to write a Business Continuity Plan
 
The Ultimate Guide to Choosing WordPress Pros and Cons
The Ultimate Guide to Choosing WordPress Pros and ConsThe Ultimate Guide to Choosing WordPress Pros and Cons
The Ultimate Guide to Choosing WordPress Pros and Cons
 
Developer Data Modeling Mistakes: From Postgres to NoSQL
Developer Data Modeling Mistakes: From Postgres to NoSQLDeveloper Data Modeling Mistakes: From Postgres to NoSQL
Developer Data Modeling Mistakes: From Postgres to NoSQL
 
New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024
New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024
New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024
 
SIP trunking in Janus @ Kamailio World 2024
SIP trunking in Janus @ Kamailio World 2024SIP trunking in Janus @ Kamailio World 2024
SIP trunking in Janus @ Kamailio World 2024
 
Sample pptx for embedding into website for demo
Sample pptx for embedding into website for demoSample pptx for embedding into website for demo
Sample pptx for embedding into website for demo
 
TeamStation AI System Report LATAM IT Salaries 2024
TeamStation AI System Report LATAM IT Salaries 2024TeamStation AI System Report LATAM IT Salaries 2024
TeamStation AI System Report LATAM IT Salaries 2024
 
The State of Passkeys with FIDO Alliance.pptx
The State of Passkeys with FIDO Alliance.pptxThe State of Passkeys with FIDO Alliance.pptx
The State of Passkeys with FIDO Alliance.pptx
 
Training state-of-the-art general text embedding
Training state-of-the-art general text embeddingTraining state-of-the-art general text embedding
Training state-of-the-art general text embedding
 
From Family Reminiscence to Scholarly Archive .
From Family Reminiscence to Scholarly Archive .From Family Reminiscence to Scholarly Archive .
From Family Reminiscence to Scholarly Archive .
 
SALESFORCE EDUCATION CLOUD | FEXLE SERVICES
SALESFORCE EDUCATION CLOUD | FEXLE SERVICESSALESFORCE EDUCATION CLOUD | FEXLE SERVICES
SALESFORCE EDUCATION CLOUD | FEXLE SERVICES
 
Rise of the Machines: Known As Drones...
Rise of the Machines: Known As Drones...Rise of the Machines: Known As Drones...
Rise of the Machines: Known As Drones...
 
"Debugging python applications inside k8s environment", Andrii Soldatenko
"Debugging python applications inside k8s environment", Andrii Soldatenko"Debugging python applications inside k8s environment", Andrii Soldatenko
"Debugging python applications inside k8s environment", Andrii Soldatenko
 
Digital Identity is Under Attack: FIDO Paris Seminar.pptx
Digital Identity is Under Attack: FIDO Paris Seminar.pptxDigital Identity is Under Attack: FIDO Paris Seminar.pptx
Digital Identity is Under Attack: FIDO Paris Seminar.pptx
 

Inferred rendering techniques

  • 2. Forward Rendering ● Traditional Render ● Single Pass Lighting ● Multipass Lighting
  • 3. Forward Rendering :Single Pass Lighting ● For each object: Render mesh, applying all lights in one shader ● Good for scenes with small numbers of li ghts (eg.outdoor sunlight) ● Difficult to organize if there are many light s ● Shader combinations explosion
  • 4. Forward Rendering :Multipass Lighting ● For each light: – For each object affected by the light: ● framebuffer += object * light ● Worst case complexity is num_objects * n um_lights ● Shader for each material and light type
  • 5. Forward Rendering :Multipass Lighting ● Wasted shader cycles – Invisible surfaces / overdraw – Triangles outside light influence ● Ideally the scene should be split exactly a long lightboundaries, but getting this right for dynamic lightscan be a lot of CPU wor k
  • 6. Deferred Rendering ● For each object: – Render to multiple targets – Render surface properties into the G-Buffer ● For each light: – Apply light as a 2D postprocess – Use G-Buffer to compute lighting – Add result to frame buffer
  • 7. Deferred Rendering ● Worst case complexity is num_objects + num_lights ● Simpler shaders
  • 10. Deferred Rendering G-buffer
  • 12. MRT
  • 15. Early-Z Pass ● Similar to Early-Z Pass – 1st Pass: Visibility tests – 2nd Pass: Shading ● Different than Early-Z Pass – Geometry is only transformed once
  • 16. Deferred Rendering Weak point ● Does not handle transparent objects – Forward Rendering Pass ● H/W Anti-aliasing difficult ● Material limited ● Many memory bandwidth
  • 17. Pre-light Pass ● Geometry pass: – fill up normal and depth buffer ● Lighting pass: – store light properties in light buffer ● 2. Geometry pass: – fetch light buffer and apply different material terms per surface by re-constructing the lighting equation
  • 18. Pre-light Pass ● Geometry pass: – fill up normal and depth buffer ● Lighting pass: – store light properties in light buffer ● 2. Geometry pass: – fetch light buffer and apply different material terms per surface by re-constructing the lighting equation
  • 19. Pre-light Pass Render opaque Geometry sorted front-to-back Normals Depth Color Specular Power Blit Lights into Light Buffer (sorted front-to-back) Light Buffer Render opaque Geometry sorted front-to-back or Blit ambient term and other lighting terms into final image Frame Buffer
  • 20. Pre-light Pass Resistance 2TM in-game screenshot; first row on the left is the depth buffer, on the right is the normal buffer; in the second row is the diffuse light buffer and on the right is the specular light buffer; in the last row is the final result.
  • 21. Pre-light Pass ● Flexible Materials ● H/W MSAA ● Not Lighting/Shadowing Alpha Geometry