Chun-Fu Chao
Objective Utilize the Multiple Render Target and Programmable Rendering Pipeline features on modern GPU to render scenes ...
Basic Deferred Shading scheme
Target Feature Support massive dynamic light sources Fast shadow calculation in deferred shading scheme    Screen space...
Massive dynamic light sources A big win of deferred shading over forward shading Decouple the lighting cost with the geo...
Shadow Attenuation of light due to occlusion    Screen space ambient occlusion
Shadow Shadow casting    Shadow map
Shadow Shadow casting    Shadow volume
Edge detection based anti-aliasing The hardware assisted anti-aliasing is designed for  forward rendering that works on p...
Edge detection based anti-aliasing
Screen space occlusion culling Appeared in Frostbite 2 presentation from DICE in SIGGRAPH 2009 Occlusion culling in scre...
PipelineOcclusion           Rendering         Anti-aliasingculling             • Lighting with   • Edge detection• Coarse ...
Framework Developed and open-sourced by Sean M. Thomas Parts going to be utilized in this project    OpenGL FBO and Cud...
Multi-threading layout Block    Map to a partition of the buffers    The processing area size is related to shared memo...
Questions?
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565 Alpha Chun-Fu Chao

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565 Alpha Chun-Fu Chao

  1. 1. Chun-Fu Chao
  2. 2. Objective Utilize the Multiple Render Target and Programmable Rendering Pipeline features on modern GPU to render scenes with complex geometry and dynamic lights in real-time.
  3. 3. Basic Deferred Shading scheme
  4. 4. Target Feature Support massive dynamic light sources Fast shadow calculation in deferred shading scheme  Screen space ambient occlusion  Shadow map / Shadow volume Edge detection based anti-aliasing Screen space occlusion culling
  5. 5. Massive dynamic light sources A big win of deferred shading over forward shading Decouple the lighting cost with the geometry complexity http://www.youtube.com/watch?v=hBtfryQBAlk
  6. 6. Shadow Attenuation of light due to occlusion  Screen space ambient occlusion
  7. 7. Shadow Shadow casting  Shadow map
  8. 8. Shadow Shadow casting  Shadow volume
  9. 9. Edge detection based anti-aliasing The hardware assisted anti-aliasing is designed for forward rendering that works on pixel already shaded Enabling MultiSampling requires upsampling all the buffers  Huge Impact on the performance Detect the discontinuity(edge) of the normal and depth  Low pass filter across those edges.
  10. 10. Edge detection based anti-aliasing
  11. 11. Screen space occlusion culling Appeared in Frostbite 2 presentation from DICE in SIGGRAPH 2009 Occlusion culling in screen space  Coarse z-buffer  Bounding boxes in Screen space
  12. 12. PipelineOcclusion Rendering Anti-aliasingculling • Lighting with • Edge detection• Coarse z-buffer G-buffers • Low pass filter• Remove • SSAO and occluded Shadow meshes mapping
  13. 13. Framework Developed and open-sourced by Sean M. Thomas Parts going to be utilized in this project  OpenGL FBO and Cuda connection  Model Loader
  14. 14. Multi-threading layout Block  Map to a partition of the buffers  The processing area size is related to shared memory size Thread  Evenly sharing the works assigned to the block Gird  Map to the whole buffer Kernel  Each pass in the rendering process map to one kernel program
  15. 15. Questions?

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