The document proposes a 2.5D culling technique to improve light culling in forward+ rendering. It splits the frustum in the depth direction into cells and uses a depth mask to check for overlap between lights and the frustum. This reduces false positives compared to standard screen-space culling. It adds minimal memory usage and computation with less than 10% overhead while improving performance by culling more lights.
Talk by Graham Wihlidal (Frostbite Labs) at GDC 2017.
Checkerboard rendering is a relatively new technique, popularized recently by the introduction of the PlayStation 4 Pro. Many modern game engines are adding support for it right now, and in this talk, Graham will present an in-depth look at the new implementation in Frostbite, which is used in shipping titles like 'Battlefield 1' and 'Mass Effect Andromeda'. Despite being conceptually simple, checkerboard rendering requires a deep integration into the post-processing chain, in particular temporal anti-aliasing, dynamic resolution scaling, and poses various challenges to existing effects. This presentation will cover the basics of checkerboard rendering, explain the impact on a game engine that powers a wide range of titles, and provide a detailed look at how the current implementation in Frostbite works, including topics like object id, alpha unrolling, gradient adjust, and a highly efficient depth resolve.
Course presentation at SIGGRAPH 2014 by Charles de Rousiers and Sébastian Lagarde at Electronic Arts about transitioning the Frostbite game engine to physically-based rendering.
Make sure to check out the 118 page course notes on: http://www.frostbite.com/2014/11/moving-frostbite-to-pbr/
During the last few months, we have revisited the concept of image quality in Frostbite. The core of our approach was to be as close as possible to a cinematic look. We used the concept of reference to evaluate the accuracy of produced images. Physically based rendering (PBR) was the natural way to achieve this. This talk covers all the different steps needed to switch a production engine to PBR, including the small details often bypass in the literature.
The state of the art of real-time PBR techniques allowed us to achieve good overall results but not without production issues. We present some techniques for improving convolution time for image based reflection, proper ambient occlusion handling, and coherent lighting units which are mandatory for level editing.
Moreover, we have managed to reduce the quality gap, highlighted by our systematic reference comparison, in particular related to rough material handling, glossy screen space reflection, and area lighting.
The technical part of PBR is crucial for achieving good results, but represents only the top of the iceberg. Frostbite has become the de facto high-end game engine within Electronic Arts and is now used by a large amount of game teams. Moving all these game teams from “old fashion” lighting to PBR has required a lot of education, which have been done in parallel of the technical development. We have provided editing and validation tools to help the transition of art production. In addition, we have built a flexible material parametrisation framework to adapt to the various authoring tools and game teams’ requirements.
Siggraph2016 - The Devil is in the Details: idTech 666Tiago Sousa
A behind-the-scenes look into the latest renderer technology powering the critically acclaimed DOOM. The lecture will cover how technology was designed for balancing a good visual quality and performance ratio. Numerous topics will be covered, among them details about the lighting solution, techniques for decoupling costs frequency and GCN specific approaches.
This session presents a detailed programmer oriented overview of our SPU based shading system implemented in DICE's Frostbite 2 engine and how it enables more visually rich environments in BATTLEFIELD 3 and better performance over traditional GPU-only based renderers. We explain in detail how our SPU Tile-based deferred shading system is implemented, and how it supports rich material variety, High Dynamic Range Lighting, and large amounts of light sources of different types through an extensive set of culling, occlusion and optimization techniques.
Talk by Graham Wihlidal (Frostbite Labs) at GDC 2017.
Checkerboard rendering is a relatively new technique, popularized recently by the introduction of the PlayStation 4 Pro. Many modern game engines are adding support for it right now, and in this talk, Graham will present an in-depth look at the new implementation in Frostbite, which is used in shipping titles like 'Battlefield 1' and 'Mass Effect Andromeda'. Despite being conceptually simple, checkerboard rendering requires a deep integration into the post-processing chain, in particular temporal anti-aliasing, dynamic resolution scaling, and poses various challenges to existing effects. This presentation will cover the basics of checkerboard rendering, explain the impact on a game engine that powers a wide range of titles, and provide a detailed look at how the current implementation in Frostbite works, including topics like object id, alpha unrolling, gradient adjust, and a highly efficient depth resolve.
Course presentation at SIGGRAPH 2014 by Charles de Rousiers and Sébastian Lagarde at Electronic Arts about transitioning the Frostbite game engine to physically-based rendering.
Make sure to check out the 118 page course notes on: http://www.frostbite.com/2014/11/moving-frostbite-to-pbr/
During the last few months, we have revisited the concept of image quality in Frostbite. The core of our approach was to be as close as possible to a cinematic look. We used the concept of reference to evaluate the accuracy of produced images. Physically based rendering (PBR) was the natural way to achieve this. This talk covers all the different steps needed to switch a production engine to PBR, including the small details often bypass in the literature.
The state of the art of real-time PBR techniques allowed us to achieve good overall results but not without production issues. We present some techniques for improving convolution time for image based reflection, proper ambient occlusion handling, and coherent lighting units which are mandatory for level editing.
Moreover, we have managed to reduce the quality gap, highlighted by our systematic reference comparison, in particular related to rough material handling, glossy screen space reflection, and area lighting.
The technical part of PBR is crucial for achieving good results, but represents only the top of the iceberg. Frostbite has become the de facto high-end game engine within Electronic Arts and is now used by a large amount of game teams. Moving all these game teams from “old fashion” lighting to PBR has required a lot of education, which have been done in parallel of the technical development. We have provided editing and validation tools to help the transition of art production. In addition, we have built a flexible material parametrisation framework to adapt to the various authoring tools and game teams’ requirements.
Siggraph2016 - The Devil is in the Details: idTech 666Tiago Sousa
A behind-the-scenes look into the latest renderer technology powering the critically acclaimed DOOM. The lecture will cover how technology was designed for balancing a good visual quality and performance ratio. Numerous topics will be covered, among them details about the lighting solution, techniques for decoupling costs frequency and GCN specific approaches.
This session presents a detailed programmer oriented overview of our SPU based shading system implemented in DICE's Frostbite 2 engine and how it enables more visually rich environments in BATTLEFIELD 3 and better performance over traditional GPU-only based renderers. We explain in detail how our SPU Tile-based deferred shading system is implemented, and how it supports rich material variety, High Dynamic Range Lighting, and large amounts of light sources of different types through an extensive set of culling, occlusion and optimization techniques.
Rendering Technologies from Crysis 3 (GDC 2013)Tiago Sousa
This talk covers changes in CryENGINE 3 technology during 2012, with DX11 related topics such as moving to deferred rendering while maintaining backward compatibility on a multiplatform engine, massive vegetation rendering, MSAA support and how to deal with its common visual artifacts, among other topics.
A technical deep dive into the DX11 rendering in Battlefield 3, the first title to use the new Frostbite 2 Engine. Topics covered include DX11 optimization techniques, efficient deferred shading, high-quality rendering and resource streaming for creating large and highly-detailed dynamic environments on modern PCs.
A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...Electronic Arts / DICE
Global illumination (GI) has been an ongoing quest in games. The perpetual tug-of-war between visual quality and performance often forces developers to take the latest and greatest from academia and tailor it to push the boundaries of what has been realized in a game product. Many elements need to align for success, including image quality, performance, scalability, interactivity, ease of use, as well as game-specific and production challenges.
First we will paint a picture of the current state of global illumination in games, addressing how the state of the union compares to the latest and greatest research. We will then explore various GI challenges that game teams face from the art, engineering, pipelines and production perspective. The games industry lacks an ideal solution, so the goal here is to raise awareness by being transparent about the real problems in the field. Finally, we will talk about the future. This will be a call to arms, with the objective of uniting game developers and researchers on the same quest to evolve global illumination in games from being mostly static, or sometimes perceptually real-time, to fully real-time.
This presentation was given at SIGGRAPH 2017 by Colin Barré-Brisebois (EA SEED) as part of the Open Problems in Real-Time Rendering course.
CEDEC 2018 - Towards Effortless Photorealism Through Real-Time RaytracingElectronic Arts / DICE
Real-time raytracing holds the promise of simplifying rendering pipelines, eliminating artist-intensive workflows, and ultimately delivering photorealistic images. This talk by Tomasz Stachowiak provides a glimpse of the future through the lens of SEED's PICA PICA demo: a game made for artificial intelligence agents, with procedural level assembly, and no precomputation. We dive into technical details of several advanced rendering algorithms, and discuss how Microsoft's DirectX Raytracing technology allows for their intuitive implementation. Several challenges remain -- we will take a look at some of them, discuss how real-time raytracing fits in the spectrum of solutions, and start to plot the course towards robust and artist-friendly image synthesis.
Talk by Fabien Christin from DICE at GDC 2016.
Designing a big city that players can explore by day and by night while improving on the unique visual from the first Mirror's Edge game isn't an easy task.
In this talk, the tools and technology used to render Mirror's Edge: Catalyst will be discussed. From the physical sky to the reflection tech, the speakers will show how they tamed the new Frostbite 3 PBR engine to deliver realistic images with stylized visuals.
They will talk about the artistic and technical challenges they faced and how they tried to overcome them, from the simple light settings and Enlighten workflow to character shading and color grading.
Takeaway
Attendees will get an insight of technical and artistic techniques used to create a dynamic time of day system with updating radiosity and reflections.
Intended Audience
This session is targeted to game artists, technical artists and graphics programmers who want to know more about Mirror's Edge: Catalyst rendering technology, lighting tools and shading tricks.
Graphics Gems from CryENGINE 3 (Siggraph 2013)Tiago Sousa
This lecture covers rendering topics related to Crytek’s latest engine iteration, the technology which powers titles such as Ryse, Warface, and Crysis 3. Among covered topics, Sousa presented SMAA 1TX: an update featuring a robust and simple temporal antialising component; performant and physically-plausible camera related post-processing techniques such as motion blur and depth of field were also covered.
The presentation describes Physically Based Lighting Pipeline of Killzone : Shadow Fall - Playstation 4 launch title. The talk covers studio transition to a new asset creation pipeline, based on physical properties. Moreover it describes light rendering systems used in new 3D engine built from grounds up for upcoming Playstation 4 hardware. A novel real time lighting model, simulating physically accurate Area Lights, will be introduced, as well as hybrid - ray-traced / image based reflection system.
We believe that physically based rendering is a viable way to optimize asset creation pipeline efficiency and quality. It also enables the rendering quality to reach a new level that is highly flexible depending on art direction requirements.
A description of the next-gen rendering technique called Triangle Visibility Buffer. It offers up to 10x - 20x geometry compared to Deferred rendering and much higher resolution. Generally it aligns better with memory access patterns in modern GPUs compared to Deferred Lighting like Clustered Deferred Lighting etc.
The goal of this session is to demonstrate techniques that improve GPU scalability when rendering complex scenes. This is achieved through a modular design that separates the scene graph representation from the rendering backend. We will explain how the modules in this pipeline are designed and give insights to implementation details, which leverage GPU''s compute capabilities for scene graph processing. Our modules cover topics such as shader generation for improved parameter management, synchronizing updates between scenegraph and rendering backend, as well as efficient data structures inside the renderer.
Video here: http://on-demand.gputechconf.com/gtc/2013/video/S3032-Advanced-Scenegraph-Rendering-Pipeline.mp4
At SIGGRAPH 2018, Colin Barré-Brisebois presented PICA PICA running on NVIDIA's new Turing architecture, with performance comparisons with Volta. Developed by Henrik Halén of SEED a technique for real-time raytraced transparent shadows was also presented, as well as an experiment with rough glass.
Rendering Technologies from Crysis 3 (GDC 2013)Tiago Sousa
This talk covers changes in CryENGINE 3 technology during 2012, with DX11 related topics such as moving to deferred rendering while maintaining backward compatibility on a multiplatform engine, massive vegetation rendering, MSAA support and how to deal with its common visual artifacts, among other topics.
A technical deep dive into the DX11 rendering in Battlefield 3, the first title to use the new Frostbite 2 Engine. Topics covered include DX11 optimization techniques, efficient deferred shading, high-quality rendering and resource streaming for creating large and highly-detailed dynamic environments on modern PCs.
A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...Electronic Arts / DICE
Global illumination (GI) has been an ongoing quest in games. The perpetual tug-of-war between visual quality and performance often forces developers to take the latest and greatest from academia and tailor it to push the boundaries of what has been realized in a game product. Many elements need to align for success, including image quality, performance, scalability, interactivity, ease of use, as well as game-specific and production challenges.
First we will paint a picture of the current state of global illumination in games, addressing how the state of the union compares to the latest and greatest research. We will then explore various GI challenges that game teams face from the art, engineering, pipelines and production perspective. The games industry lacks an ideal solution, so the goal here is to raise awareness by being transparent about the real problems in the field. Finally, we will talk about the future. This will be a call to arms, with the objective of uniting game developers and researchers on the same quest to evolve global illumination in games from being mostly static, or sometimes perceptually real-time, to fully real-time.
This presentation was given at SIGGRAPH 2017 by Colin Barré-Brisebois (EA SEED) as part of the Open Problems in Real-Time Rendering course.
CEDEC 2018 - Towards Effortless Photorealism Through Real-Time RaytracingElectronic Arts / DICE
Real-time raytracing holds the promise of simplifying rendering pipelines, eliminating artist-intensive workflows, and ultimately delivering photorealistic images. This talk by Tomasz Stachowiak provides a glimpse of the future through the lens of SEED's PICA PICA demo: a game made for artificial intelligence agents, with procedural level assembly, and no precomputation. We dive into technical details of several advanced rendering algorithms, and discuss how Microsoft's DirectX Raytracing technology allows for their intuitive implementation. Several challenges remain -- we will take a look at some of them, discuss how real-time raytracing fits in the spectrum of solutions, and start to plot the course towards robust and artist-friendly image synthesis.
Talk by Fabien Christin from DICE at GDC 2016.
Designing a big city that players can explore by day and by night while improving on the unique visual from the first Mirror's Edge game isn't an easy task.
In this talk, the tools and technology used to render Mirror's Edge: Catalyst will be discussed. From the physical sky to the reflection tech, the speakers will show how they tamed the new Frostbite 3 PBR engine to deliver realistic images with stylized visuals.
They will talk about the artistic and technical challenges they faced and how they tried to overcome them, from the simple light settings and Enlighten workflow to character shading and color grading.
Takeaway
Attendees will get an insight of technical and artistic techniques used to create a dynamic time of day system with updating radiosity and reflections.
Intended Audience
This session is targeted to game artists, technical artists and graphics programmers who want to know more about Mirror's Edge: Catalyst rendering technology, lighting tools and shading tricks.
Graphics Gems from CryENGINE 3 (Siggraph 2013)Tiago Sousa
This lecture covers rendering topics related to Crytek’s latest engine iteration, the technology which powers titles such as Ryse, Warface, and Crysis 3. Among covered topics, Sousa presented SMAA 1TX: an update featuring a robust and simple temporal antialising component; performant and physically-plausible camera related post-processing techniques such as motion blur and depth of field were also covered.
The presentation describes Physically Based Lighting Pipeline of Killzone : Shadow Fall - Playstation 4 launch title. The talk covers studio transition to a new asset creation pipeline, based on physical properties. Moreover it describes light rendering systems used in new 3D engine built from grounds up for upcoming Playstation 4 hardware. A novel real time lighting model, simulating physically accurate Area Lights, will be introduced, as well as hybrid - ray-traced / image based reflection system.
We believe that physically based rendering is a viable way to optimize asset creation pipeline efficiency and quality. It also enables the rendering quality to reach a new level that is highly flexible depending on art direction requirements.
A description of the next-gen rendering technique called Triangle Visibility Buffer. It offers up to 10x - 20x geometry compared to Deferred rendering and much higher resolution. Generally it aligns better with memory access patterns in modern GPUs compared to Deferred Lighting like Clustered Deferred Lighting etc.
The goal of this session is to demonstrate techniques that improve GPU scalability when rendering complex scenes. This is achieved through a modular design that separates the scene graph representation from the rendering backend. We will explain how the modules in this pipeline are designed and give insights to implementation details, which leverage GPU''s compute capabilities for scene graph processing. Our modules cover topics such as shader generation for improved parameter management, synchronizing updates between scenegraph and rendering backend, as well as efficient data structures inside the renderer.
Video here: http://on-demand.gputechconf.com/gtc/2013/video/S3032-Advanced-Scenegraph-Rendering-Pipeline.mp4
At SIGGRAPH 2018, Colin Barré-Brisebois presented PICA PICA running on NVIDIA's new Turing architecture, with performance comparisons with Volta. Developed by Henrik Halén of SEED a technique for real-time raytraced transparent shadows was also presented, as well as an experiment with rough glass.
Accelerate your Kubernetes clusters with Varnish CachingThijs Feryn
A presentation about the usage and availability of Varnish on Kubernetes. This talk explores the capabilities of Varnish caching and shows how to use the Varnish Helm chart to deploy it to Kubernetes.
This presentation was delivered at K8SUG Singapore. See https://feryn.eu/presentations/accelerate-your-kubernetes-clusters-with-varnish-caching-k8sug-singapore-28-2024 for more details.
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...DanBrown980551
Do you want to learn how to model and simulate an electrical network from scratch in under an hour?
Then welcome to this PowSyBl workshop, hosted by Rte, the French Transmission System Operator (TSO)!
During the webinar, you will discover the PowSyBl ecosystem as well as handle and study an electrical network through an interactive Python notebook.
PowSyBl is an open source project hosted by LF Energy, which offers a comprehensive set of features for electrical grid modelling and simulation. Among other advanced features, PowSyBl provides:
- A fully editable and extendable library for grid component modelling;
- Visualization tools to display your network;
- Grid simulation tools, such as power flows, security analyses (with or without remedial actions) and sensitivity analyses;
The framework is mostly written in Java, with a Python binding so that Python developers can access PowSyBl functionalities as well.
What you will learn during the webinar:
- For beginners: discover PowSyBl's functionalities through a quick general presentation and the notebook, without needing any expert coding skills;
- For advanced developers: master the skills to efficiently apply PowSyBl functionalities to your real-world scenarios.
The Art of the Pitch: WordPress Relationships and SalesLaura Byrne
Clients don’t know what they don’t know. What web solutions are right for them? How does WordPress come into the picture? How do you make sure you understand scope and timeline? What do you do if sometime changes?
All these questions and more will be explored as we talk about matching clients’ needs with what your agency offers without pulling teeth or pulling your hair out. Practical tips, and strategies for successful relationship building that leads to closing the deal.
Kubernetes & AI - Beauty and the Beast !?! @KCD Istanbul 2024Tobias Schneck
As AI technology is pushing into IT I was wondering myself, as an “infrastructure container kubernetes guy”, how get this fancy AI technology get managed from an infrastructure operational view? Is it possible to apply our lovely cloud native principals as well? What benefit’s both technologies could bring to each other?
Let me take this questions and provide you a short journey through existing deployment models and use cases for AI software. On practical examples, we discuss what cloud/on-premise strategy we may need for applying it to our own infrastructure to get it to work from an enterprise perspective. I want to give an overview about infrastructure requirements and technologies, what could be beneficial or limiting your AI use cases in an enterprise environment. An interactive Demo will give you some insides, what approaches I got already working for real.
Search and Society: Reimagining Information Access for Radical FuturesBhaskar Mitra
The field of Information retrieval (IR) is currently undergoing a transformative shift, at least partly due to the emerging applications of generative AI to information access. In this talk, we will deliberate on the sociotechnical implications of generative AI for information access. We will argue that there is both a critical necessity and an exciting opportunity for the IR community to re-center our research agendas on societal needs while dismantling the artificial separation between the work on fairness, accountability, transparency, and ethics in IR and the rest of IR research. Instead of adopting a reactionary strategy of trying to mitigate potential social harms from emerging technologies, the community should aim to proactively set the research agenda for the kinds of systems we should build inspired by diverse explicitly stated sociotechnical imaginaries. The sociotechnical imaginaries that underpin the design and development of information access technologies needs to be explicitly articulated, and we need to develop theories of change in context of these diverse perspectives. Our guiding future imaginaries must be informed by other academic fields, such as democratic theory and critical theory, and should be co-developed with social science scholars, legal scholars, civil rights and social justice activists, and artists, among others.
State of ICS and IoT Cyber Threat Landscape Report 2024 previewPrayukth K V
The IoT and OT threat landscape report has been prepared by the Threat Research Team at Sectrio using data from Sectrio, cyber threat intelligence farming facilities spread across over 85 cities around the world. In addition, Sectrio also runs AI-based advanced threat and payload engagement facilities that serve as sinks to attract and engage sophisticated threat actors, and newer malware including new variants and latent threats that are at an earlier stage of development.
The latest edition of the OT/ICS and IoT security Threat Landscape Report 2024 also covers:
State of global ICS asset and network exposure
Sectoral targets and attacks as well as the cost of ransom
Global APT activity, AI usage, actor and tactic profiles, and implications
Rise in volumes of AI-powered cyberattacks
Major cyber events in 2024
Malware and malicious payload trends
Cyberattack types and targets
Vulnerability exploit attempts on CVEs
Attacks on counties – USA
Expansion of bot farms – how, where, and why
In-depth analysis of the cyber threat landscape across North America, South America, Europe, APAC, and the Middle East
Why are attacks on smart factories rising?
Cyber risk predictions
Axis of attacks – Europe
Systemic attacks in the Middle East
Download the full report from here:
https://sectrio.com/resources/ot-threat-landscape-reports/sectrio-releases-ot-ics-and-iot-security-threat-landscape-report-2024/
Software Delivery At the Speed of AI: Inflectra Invests In AI-Powered QualityInflectra
In this insightful webinar, Inflectra explores how artificial intelligence (AI) is transforming software development and testing. Discover how AI-powered tools are revolutionizing every stage of the software development lifecycle (SDLC), from design and prototyping to testing, deployment, and monitoring.
Learn about:
• The Future of Testing: How AI is shifting testing towards verification, analysis, and higher-level skills, while reducing repetitive tasks.
• Test Automation: How AI-powered test case generation, optimization, and self-healing tests are making testing more efficient and effective.
• Visual Testing: Explore the emerging capabilities of AI in visual testing and how it's set to revolutionize UI verification.
• Inflectra's AI Solutions: See demonstrations of Inflectra's cutting-edge AI tools like the ChatGPT plugin and Azure Open AI platform, designed to streamline your testing process.
Whether you're a developer, tester, or QA professional, this webinar will give you valuable insights into how AI is shaping the future of software delivery.
Builder.ai Founder Sachin Dev Duggal's Strategic Approach to Create an Innova...Ramesh Iyer
In today's fast-changing business world, Companies that adapt and embrace new ideas often need help to keep up with the competition. However, fostering a culture of innovation takes much work. It takes vision, leadership and willingness to take risks in the right proportion. Sachin Dev Duggal, co-founder of Builder.ai, has perfected the art of this balance, creating a company culture where creativity and growth are nurtured at each stage.
Connector Corner: Automate dynamic content and events by pushing a buttonDianaGray10
Here is something new! In our next Connector Corner webinar, we will demonstrate how you can use a single workflow to:
Create a campaign using Mailchimp with merge tags/fields
Send an interactive Slack channel message (using buttons)
Have the message received by managers and peers along with a test email for review
But there’s more:
In a second workflow supporting the same use case, you’ll see:
Your campaign sent to target colleagues for approval
If the “Approve” button is clicked, a Jira/Zendesk ticket is created for the marketing design team
But—if the “Reject” button is pushed, colleagues will be alerted via Slack message
Join us to learn more about this new, human-in-the-loop capability, brought to you by Integration Service connectors.
And...
Speakers:
Akshay Agnihotri, Product Manager
Charlie Greenberg, Host
Dev Dives: Train smarter, not harder – active learning and UiPath LLMs for do...UiPathCommunity
💥 Speed, accuracy, and scaling – discover the superpowers of GenAI in action with UiPath Document Understanding and Communications Mining™:
See how to accelerate model training and optimize model performance with active learning
Learn about the latest enhancements to out-of-the-box document processing – with little to no training required
Get an exclusive demo of the new family of UiPath LLMs – GenAI models specialized for processing different types of documents and messages
This is a hands-on session specifically designed for automation developers and AI enthusiasts seeking to enhance their knowledge in leveraging the latest intelligent document processing capabilities offered by UiPath.
Speakers:
👨🏫 Andras Palfi, Senior Product Manager, UiPath
👩🏫 Lenka Dulovicova, Product Program Manager, UiPath
5. 5 | A 2.5D culling for Forward+ | Takahiro Harada
FORWARD RENDERING PIPELINE
Depth prepass
– Fills z buffer
Prevent overdraw for shading
Shading
– Geometry is rendered
– Pixel shader
Iterate through light list set for each object
Evaluates materials for the lights
6. 6 | A 2.5D culling for Forward+ | Takahiro Harada
FORWARD+ RENDERING PIPELINE
Depth prepass
– Fills z buffer
Prevent overdraw for shading
Used for pixel position reconstruction for light culling
Light culling
– Culls light per tile basis
– Input: z buffer, light buffer
– Output: light list per tile
Shading
– Geometry is rendered
– Pixel shader
Iterate through light list calculated in light culling
Evaluates materials for the lights
1
2
3
[1,2,3][1] [2,3]
7. 7 | A 2.5D culling for Forward+ | Takahiro Harada
CREATING A FRUSTUM FOR A TILE
An edge @SS == A plane @VS
A tile (4 edges) @SS == 4 planes @VS
– Open frustum (no bound in Z direction)
Max and min Z is used to cap
8. 8 | A 2.5D culling for Forward+ | Takahiro Harada
LONG FRUSTUM
Screen space culling is not always sufficient
– Create a frustum from max and min depth values
– Edge of objects
– Captures a lot of unnecessary lights
9. 9 | A 2.5D culling for Forward+ | Takahiro Harada
LONG FRUSTUM
Screen space culling is not always sufficient
– Create a frustum from max and min depth values
– Edge of objects
– Captures a lot of unnecessary lights
0 lights
25 lights
50 lights
10. 10 | A 2.5D culling for Forward+ | Takahiro Harada
GET WORSE IN A COMPLEX SCENE
0 lights
100 lights
200 lights
11. 11 | A 2.5D culling for Forward+ | Takahiro Harada
QUESTION
Want to reduce false positives
Can we improve the culling without adding much overhead?
– Computation time, memory
– Culling itself is an optimization
– Spending a lot of resources for it does not make sense
Using a 3D grid is a natural extension
– Uses too much memory
12. 12 | A 2.5D culling for Forward+ | Takahiro Harada
2.5D CULLING
13. 13 | A 2.5D culling for Forward+ | Takahiro Harada
2.5D CULLING
Additional memory usage
– 0B global memory
– 4B local memory per WG (can compress more if you want)
Additional computation complexity
– A few bit and arithmetic instructions
– A few lines of codes for light culling
– No changes for other stages
Additional runtime overhead
– < 10% compared to the original light culling
14. 14 | A 2.5D culling for Forward+ | Takahiro Harada
IDEA
Split frustum in z direction
– Uniform split for a frustum
– Varying split among frustums
(a) (b)
15. 15 | A 2.5D culling for Forward+ | Takahiro Harada
FRUSTUM CONSTRUCTION
Calculate depth bound
– max and min values of depth
Split depth direction into 32 cells
– Min value and cell size
Flag occupied cell
A 32bit depth mask per work group
A tile
16. 16 | A 2.5D culling for Forward+ | Takahiro Harada
FRUSTUM CONSTRUCTION
Calculate depth bound
– max and min values of depth
Split depth direction into 32 cells
– Min value and cell size
Flag occupied cell
A 32bit depth mask per work group
7 7 7 7
7 7 7 2
7 7 2 1
7 2 1 0
Depth mask = 11100001
A tile
0 1 2 3 4 5 6 7
17. 17 | A 2.5D culling for Forward+ | Takahiro Harada
LIGHT CULLING
If a light overlaps to the frustum
– Calculate depth mask for the light
– Check overlap using the depth mask of the frustum
Depth mask & Depth mask
– 11100001 & 00011000 = 00000000
Depth mask = 11100001
Depth mask = 00011000
18. 18 | A 2.5D culling for Forward+ | Takahiro Harada
LIGHT CULLING
If a light overlaps to the frustum
– Calculate depth mask for the light
– Check overlap using the depth mask of the frustum
Depth mask & Depth mask
– 11100001 & 00110000 = 00100000
Depth mask = 11100001
Depth mask = 00110000
19. 19 | A 2.5D culling for Forward+ | Takahiro Harada
CODE
Original With 2.5D culling
20. 20 | A 2.5D culling for Forward+ | Takahiro Harada
RESULTS
21. 21 | A 2.5D culling for Forward+ | Takahiro Harada
LIGHT CULLING
22. 22 | A 2.5D culling for Forward+ | Takahiro Harada
LIGHT CULLING + 2.5D CULLING
28. 28 | A 2.5D culling for Forward+ | Takahiro Harada
CONCLUSION
Proposed 2.5D culling which
– Additional memory usage
0B global memory
4B local memory per WG (can compress more if you want)
– Additional compute complexity
3 lines of pseudo codes for light culling
No changes for other stages
– Additional runtime overhead
< 10% compared to the original light culling
Showed that 2.5D culling reduces false positives