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Deferred Rendering    case study        : Raiderz & Gunz2
선임연구원 오지현ozlael.egloos.com@ozlael
Depth /   Diffuse /G - pass   Normal                          Specular    MaskL - pass        Light Buffer                ...
Depth /   Diffuse /  Normal                 Specular    Mask       Light Buffer           MergeGeometry Pass           Add...
Usage      Format     R         G           B         ANromal     R16FG16F   Normal X Normal YDepth,   R16FG16F     Linear...
G-buffer Normal.XYNormal.Z = sqrt(1 - Normal.X2 - Normal.Y2)                                             Code: KillZone2
on          irectiCam    era D                 -Z                     +Z                               Ground
G-buffer Linear Depth.XDepths sign = Normal Zs sign
G-buffer Depth.Y      3 values in 1 channel  Specular Glossiness : 1 ~ 100[Sign] Integer . FractionalRim : 0,1    Specular...
G-buffer Diffuse.RGB                  A : Mask
Decal
Screen Space Decal
vProjcoord = mul( vPos, mxViewToDecal)                  Image : Effects Techniques Used in Uncharted 3, GDC12
G-bufferDiffuse.A
Depth /   Diffuse /Normal               Specular    Mask     Light Buffer         MergeLight Pass         Additive        ...
Reconstructing Position from depthG-D      epth                 for Lighting
// Get the depth buffer value at this pixel.float zOverW = tex2D(depthTexture, texCoord);// H is the viewport position at ...
vPos =ray * depth;              (0 ~1)       epth    G-D                       matt pettineo, dawn studio
float3 ray = FarTopRight;ray.xy =  lerp(-FarTopRight.xy, FarTopRight.xy, scrUV);float depth = tex2D(DepthBuffer, scrUV);fl...
o ol               nT         a tio      liz  isuaV
Directional Light
Directional LightSub Light                  Sub Light                Sub Light
Grayscale Specular Level(D+S)XL    vs   (DXL)+S
SSAO
27msGeforce 8800GT1920x1080HBAO
전체에 AO 적용                      d ow                    ha                  ns              nlyi             O            그...
케릭터에 AO 적용          for r                 ot cte               N ra               c ha             케릭터에 AO 미적용
Normal      Depth            Light BufferDiffuse              Merge             Additive              Opacity            P...
Material Pass     Geometry Buffer       Light Buffer         Merge        Additive         Opacity       Post Effect
Before         +=   After
SubSurface Scattering      표면하산란                   http://www.mrbluesummers.com
비싼 남자들
Fake SSSReal-Time Approximations toSubsurface Scattering,- GPUGEMS슈퍼 스트리트 파이터그래픽스 강좌- 니시가와젠지마비노기 영웅전의캐릭터 비주얼 시스템- NDC08
+Before   After
Hair lightingHair Rendering and Shading- Scheuermann, GDC 2004RenderMonkey sample
+Before   After
Transparency
Light buffer
Geometry Buffer  Light Buffer    Merge   Additive    Opacity  Post Effect
Fast approXimate AAhttp://timothylottes.blogspot.kr
3D VISION with Deferred
Fundamentals of Stereoscopic Imaging - Bernard Mendibru
Automatic !
WRONG !
양안 명시적 렌더 ( Quad Buffer )
OK !
NVAPI              http://developer.nvidia.com/nvapihttp://www.nvidia.pl/docs/IO/40505/WP-05482-001_v01-final.pdf         ...
t.n et       a ie   w .mw w
Thank you ~                             Special Thanks to                          MAIET Ent. 임직원 일동                      ...
Deferred rendering case study
Deferred rendering case study
Deferred rendering case study
Deferred rendering case study
Deferred rendering case study
Deferred rendering case study
Deferred rendering case study
Deferred rendering case study
Deferred rendering case study
Deferred rendering case study
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Deferred rendering case study

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Transcript of "Deferred rendering case study"

  1. 1. Deferred Rendering case study : Raiderz & Gunz2
  2. 2. 선임연구원 오지현ozlael.egloos.com@ozlael
  3. 3. Depth / Diffuse /G - pass Normal Specular MaskL - pass Light Buffer Merge AdditiveM - pass Opacity Post Effect
  4. 4. Depth / Diffuse / Normal Specular Mask Light Buffer MergeGeometry Pass Additive Opacity Post Effect
  5. 5. Usage Format R G B ANromal R16FG16F Normal X Normal YDepth, R16FG16F Linear Specular.Specular Depth RimDiffuse, R8G8B8A8 Diffuse R Diffuse G Diffuse B MaskMask
  6. 6. G-buffer Normal.XYNormal.Z = sqrt(1 - Normal.X2 - Normal.Y2) Code: KillZone2
  7. 7. on irectiCam era D -Z +Z Ground
  8. 8. G-buffer Linear Depth.XDepths sign = Normal Zs sign
  9. 9. G-buffer Depth.Y 3 values in 1 channel Specular Glossiness : 1 ~ 100[Sign] Integer . FractionalRim : 0,1 Specular Level : 0 ~ 0.99
  10. 10. G-buffer Diffuse.RGB A : Mask
  11. 11. Decal
  12. 12. Screen Space Decal
  13. 13. vProjcoord = mul( vPos, mxViewToDecal) Image : Effects Techniques Used in Uncharted 3, GDC12
  14. 14. G-bufferDiffuse.A
  15. 15. Depth / Diffuse /Normal Specular Mask Light Buffer MergeLight Pass Additive Opacity Post Effect
  16. 16. Reconstructing Position from depthG-D epth for Lighting
  17. 17. // Get the depth buffer value at this pixel.float zOverW = tex2D(depthTexture, texCoord);// H is the viewport position at this pixel in the range -1 to 1.float4 H = float4(texCoord.x*2-1, (1-texCoord.y)*2-1,zOverW, 1);// Transform by the view-projection inverse.float4 D = mul(H, g_ViewProjectionInverseMatrix);// Divide by w to get the world position.float4 worldPos = D / D.w; Image :killzone2 Code: GPU Gems3
  18. 18. vPos =ray * depth; (0 ~1) epth G-D matt pettineo, dawn studio
  19. 19. float3 ray = FarTopRight;ray.xy = lerp(-FarTopRight.xy, FarTopRight.xy, scrUV);float depth = tex2D(DepthBuffer, scrUV);float3 PosInView = ray * depth; http://blog.daum.net/rockeracer/38
  20. 20. o ol nT a tio liz isuaV
  21. 21. Directional Light
  22. 22. Directional LightSub Light Sub Light Sub Light
  23. 23. Grayscale Specular Level(D+S)XL vs (DXL)+S
  24. 24. SSAO
  25. 25. 27msGeforce 8800GT1920x1080HBAO
  26. 26. 전체에 AO 적용 d ow ha ns nlyi O 그림자영역만 AO 적용
  27. 27. 케릭터에 AO 적용 for r ot cte N ra c ha 케릭터에 AO 미적용
  28. 28. Normal Depth Light BufferDiffuse Merge Additive Opacity Post Effect
  29. 29. Material Pass Geometry Buffer Light Buffer Merge Additive Opacity Post Effect
  30. 30. Before += After
  31. 31. SubSurface Scattering 표면하산란 http://www.mrbluesummers.com
  32. 32. 비싼 남자들
  33. 33. Fake SSSReal-Time Approximations toSubsurface Scattering,- GPUGEMS슈퍼 스트리트 파이터그래픽스 강좌- 니시가와젠지마비노기 영웅전의캐릭터 비주얼 시스템- NDC08
  34. 34. +Before After
  35. 35. Hair lightingHair Rendering and Shading- Scheuermann, GDC 2004RenderMonkey sample
  36. 36. +Before After
  37. 37. Transparency
  38. 38. Light buffer
  39. 39. Geometry Buffer Light Buffer Merge Additive Opacity Post Effect
  40. 40. Fast approXimate AAhttp://timothylottes.blogspot.kr
  41. 41. 3D VISION with Deferred
  42. 42. Fundamentals of Stereoscopic Imaging - Bernard Mendibru
  43. 43. Automatic !
  44. 44. WRONG !
  45. 45. 양안 명시적 렌더 ( Quad Buffer )
  46. 46. OK !
  47. 47. NVAPI http://developer.nvidia.com/nvapihttp://www.nvidia.pl/docs/IO/40505/WP-05482-001_v01-final.pdf http://ozlael.egloos.com/3767971
  48. 48. t.n et a ie w .mw w
  49. 49. Thank you ~ Special Thanks to MAIET Ent. 임직원 일동 Kasa 멤버 일동 게임개발포에버 필진 일동 팟캐스트 게임개발자랩소디 팟캐스트 POG 결혼추카 학현 결혼추카 주행illusted by 중원
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