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Deferred Rendering
    case study
        : Raiderz & Gunz2
선임연구원 오지현
ozlael.egloos.com
@ozlael
Depth /   Diffuse /
G - pass   Normal
                          Specular    Mask


L - pass        Light Buffer


                    Merge


                    Additive
M - pass
                    Opacity


                Post Effect
Depth /   Diffuse /
  Normal
                 Specular    Mask


       Light Buffer


           Merge

Geometry Pass
           Additive


           Opacity


       Post Effect
Usage      Format     R         G           B         A
Nromal     R16FG16F   Normal X Normal Y

Depth,   R16FG16F     Linear    Specular.
Specular              Depth     Rim

Diffuse,   R8G8B8A8   Diffuse R Diffuse G Diffuse B   Mask
Mask
G-buffer Normal.XY
Normal.Z = sqrt(1 - Normal.X2 - Normal.Y2)




                                             Code: KillZone2
on
          irecti
Cam
    era D                 -Z
                     +Z
                               Ground
G-buffer Linear Depth.X
Depth's sign = Normal Z's sign
G-buffer Depth.Y
      3 values in 1 channel




  Specular Glossiness : 1 ~ 100


[Sign] Integer . Fractional

Rim : 0,1    Specular Level : 0 ~ 0.99
G-buffer Diffuse.RGB
                  A : Mask
Decal
Screen Space Decal
vProjcoord = mul( vPos, mxViewToDecal)




                  Image : Effects Techniques Used in Uncharted 3, GDC12
G-buffer
Diffuse.A
Depth /   Diffuse /
Normal
               Specular    Mask


     Light Buffer


         Merge

Light Pass
         Additive


         Opacity


     Post Effect
Reconstructing Position from depth




G-D
      epth




                 for Lighting
// 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
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);
float3 PosInView = ray * depth;




                                http://blog.daum.net/rockeracer/38
o ol
               nT
         a tio
      liz
  isua
V
Directional Light
Directional Light




Sub Light
                  Sub Light



                Sub Light
Grayscale Specular Level




(D+S)XL    vs   (DXL)+S
SSAO
27ms
Geforce 8800GT
1920x1080
HBAO
전체에 AO 적용
                      d ow
                    ha
                  ns
              nlyi
             O


            그림자영역만 AO 적용
케릭터에 AO 적용          for r
                 ot cte
               N ra
               c ha
             케릭터에 AO 미적용
Normal      Depth


            Light Buffer
Diffuse
              Merge

             Additive

              Opacity

            Post Effect
Material Pass
     Geometry Buffer

       Light Buffer

         Merge

        Additive

         Opacity

       Post Effect
Before

         +=   After
SubSurface Scattering
      표면하산란

                   http://www.mrbluesummers.com
비싼 남자들
Fake SSS
Real-Time Approximations to
Subsurface Scattering,
- GPUGEMS
슈퍼 스트리트 파이터
그래픽스 강좌
- 니시가와젠지
마비노기 영웅전의
캐릭터 비주얼 시스템
- NDC08
+
Before   After
Hair lighting
Hair Rendering and Shading
- Scheuermann, GDC 2004
RenderMonkey sample
+
Before   After
Transparency
Light buffer
Geometry Buffer

  Light Buffer

    Merge

   Additive

    Opacity

  Post Effect
Fast approXimate AA
http://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/nvapi

http://www.nvidia.pl/docs/IO/40505/WP-05482-001_v01-final.pdf

              http://ozlael.egloos.com/3767971
t.n et
       a ie
   w .m
w w
Thank you ~

                             Special Thanks to
                          MAIET Ent. 임직원 일동
                                 Kasa 멤버 일동
                         게임개발포에버 필진 일동
                        팟캐스트 게임개발자랩소디
                                  팟캐스트 POG
                                  결혼추카 학현
                                  결혼추카 주행
illusted by 중원

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