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Punctual Light / Shadow Map
출처 : MSDN
1 light : 6 depth texture2D
to textureCube
1 light : 1 depth texture2D
출처 : learn OpenGL
Orthographic Perspective
Deferred Rendering
1Pass Render
Albedo
Metallic
Roughness
Normal
Height
Shadow Map
Directional Shadow
Point Shadow
Spot Shadow
Gbuffer
RT0 [albedo rgba] [R8G8B8A8]
RT1 [metal,F0,0,0] [R8G8B8A8]
RT2 [rough,0,0,0] [R8G8B8A8]
RT3 [normal xyz,0] [R32G32B32,A32]
RT4 [AO r,0,0,0] [R8G8B8A8]
DSV [D24S8]
2Pass Render
Directional, Ambient :
Full Screen
Point : Sphere Geometry
Spot : Cone Geometry
Post Process
Bloom
DoF
Tone Mapping
Screen Space Ambient Occlusion
4x4
Tangent XZ
Basis vector
LUT
64
Sample
Vector
Constant
Buffer
출처 : learnOpenGL
Sample Vector
magnitude distribution
Gbuffer
Normal / Depth
SSAO
RT
¼ resolution
Gbuffer
SSAO + AO RT
Blurred
SSAO
RT
Gbuffer
AO RT
2x2 pixel
average
Screen Space Reflection
출처 :
2019 David Lettier
Kok-Lim Low paper
0
1
Perspective interpolate
DDA Algorithm
Tone Mapping
White value
Reinhard Curve
Simply Reinhard Curve
- Loose detail on dark area
- Colors in bright areas
are smeared
- Contrast is clear
- Similar filmic effect
HDR Render
[R16G16B16A16]
Tone Mapping
[R8G8B8A8]
Gamma Correction
Display
출처 : Delta Blog
출처 : Stephan hill

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Light slide

  • 1. Punctual Light / Shadow Map 출처 : MSDN 1 light : 6 depth texture2D to textureCube 1 light : 1 depth texture2D 출처 : learn OpenGL Orthographic Perspective
  • 2. Deferred Rendering 1Pass Render Albedo Metallic Roughness Normal Height Shadow Map Directional Shadow Point Shadow Spot Shadow Gbuffer RT0 [albedo rgba] [R8G8B8A8] RT1 [metal,F0,0,0] [R8G8B8A8] RT2 [rough,0,0,0] [R8G8B8A8] RT3 [normal xyz,0] [R32G32B32,A32] RT4 [AO r,0,0,0] [R8G8B8A8] DSV [D24S8] 2Pass Render Directional, Ambient : Full Screen Point : Sphere Geometry Spot : Cone Geometry Post Process Bloom DoF Tone Mapping
  • 3. Screen Space Ambient Occlusion 4x4 Tangent XZ Basis vector LUT 64 Sample Vector Constant Buffer 출처 : learnOpenGL Sample Vector magnitude distribution Gbuffer Normal / Depth SSAO RT ¼ resolution Gbuffer SSAO + AO RT Blurred SSAO RT Gbuffer AO RT 2x2 pixel average
  • 4. Screen Space Reflection 출처 : 2019 David Lettier Kok-Lim Low paper 0 1 Perspective interpolate DDA Algorithm
  • 5. Tone Mapping White value Reinhard Curve Simply Reinhard Curve - Loose detail on dark area - Colors in bright areas are smeared - Contrast is clear - Similar filmic effect HDR Render [R16G16B16A16] Tone Mapping [R8G8B8A8] Gamma Correction Display 출처 : Delta Blog 출처 : Stephan hill