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Inferred rendering




http://ozlael.egloos.com/
Forward Rendering


●   Traditional Render
●   Single Pass Lighting
●   Multipass Lighting
Forward Rendering
          :Single Pass Lighting

●   For each object:
    Render mesh, applying all lights in one shader
●   Good for scenes with small numbers of li
    ghts (eg.outdoor sunlight)
●   Difficult to organize if there are many light
    s
●
    Shader combinations explosion
Forward Rendering
                 :Multipass Lighting

●   For each light:
    –   For each object affected by the light:
         ●   framebuffer += object * light
●   Worst case complexity is num_objects * n
    um_lights
●   Shader for each material and light type
Forward Rendering
               :Multipass Lighting

●   Wasted shader cycles
    –   Invisible surfaces / overdraw
    –   Triangles outside light influence
●   Ideally the scene should be split exactly a
    long lightboundaries, but getting this right
    for dynamic lightscan be a lot of CPU wor
    k
Deferred Rendering


●   For each object:
    –   Render to multiple targets
    –   Render surface properties into the G-Buffer
●   For each light:
    –   Apply light as a 2D postprocess
    –   Use G-Buffer to compute lighting
    –   Add result to frame buffer
Deferred Rendering


●   Worst case complexity is num_objects +
    num_lights
●   Simpler shaders
Deferred Rendering
      G-buffer
Deferred Rendering
      G-buffer
Deferred Rendering
      G-buffer
Deferred Rendering
       Result
MRT
Determine Lit Pixels
Determine Lit Pixels
Early-Z Pass


●   Similar to Early-Z Pass
    –   1st Pass: Visibility tests
    –   2nd Pass: Shading
●   Different than Early-Z Pass
    –   Geometry is only transformed once
Deferred Rendering
                 Weak point

●   Does not handle transparent objects
    –   Forward Rendering Pass
●   H/W Anti-aliasing difficult
●   Material limited
●   Many memory bandwidth
Pre-light Pass


●   Geometry pass:
    –   fill up normal and depth buffer
●   Lighting pass:
    –   store light properties in light buffer
●   2. Geometry pass:
    –   fetch light buffer and apply different material
          terms per surface by re-constructing the
          lighting equation
Pre-light Pass


●   Geometry pass:
    –   fill up normal and depth buffer
●   Lighting pass:
    –   store light properties in light buffer
●   2. Geometry pass:
    –   fetch light buffer and apply different material
          terms per surface by re-constructing the
          lighting equation
Pre-light Pass

Render opaque Geometry sorted front-to-back


   Normals
                           Depth                      Color
Specular Power



                   Blit Lights into Light Buffer (sorted front-to-back)


            Light Buffer


                   Render opaque Geometry sorted front-to-back
                   or
                   Blit ambient term and other lighting terms into final image


           Frame Buffer
Pre-light Pass




Resistance 2TM in-game screenshot; first row on the left is the depth buffer, on the right is the normal buffer; in the second row is the diffuse light buffer
and on the right is the specular light buffer; in the last row is the final result.
Pre-light Pass


●   Flexible Materials
●   H/W MSAA
●   Not Lighting/Shadowing Alpha Geometry

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Deferred lighting

  • 2. Forward Rendering ● Traditional Render ● Single Pass Lighting ● Multipass Lighting
  • 3. Forward Rendering :Single Pass Lighting ● For each object: Render mesh, applying all lights in one shader ● Good for scenes with small numbers of li ghts (eg.outdoor sunlight) ● Difficult to organize if there are many light s ● Shader combinations explosion
  • 4. Forward Rendering :Multipass Lighting ● For each light: – For each object affected by the light: ● framebuffer += object * light ● Worst case complexity is num_objects * n um_lights ● Shader for each material and light type
  • 5. Forward Rendering :Multipass Lighting ● Wasted shader cycles – Invisible surfaces / overdraw – Triangles outside light influence ● Ideally the scene should be split exactly a long lightboundaries, but getting this right for dynamic lightscan be a lot of CPU wor k
  • 6. Deferred Rendering ● For each object: – Render to multiple targets – Render surface properties into the G-Buffer ● For each light: – Apply light as a 2D postprocess – Use G-Buffer to compute lighting – Add result to frame buffer
  • 7. Deferred Rendering ● Worst case complexity is num_objects + num_lights ● Simpler shaders
  • 10. Deferred Rendering G-buffer
  • 12. MRT
  • 15. Early-Z Pass ● Similar to Early-Z Pass – 1st Pass: Visibility tests – 2nd Pass: Shading ● Different than Early-Z Pass – Geometry is only transformed once
  • 16. Deferred Rendering Weak point ● Does not handle transparent objects – Forward Rendering Pass ● H/W Anti-aliasing difficult ● Material limited ● Many memory bandwidth
  • 17. Pre-light Pass ● Geometry pass: – fill up normal and depth buffer ● Lighting pass: – store light properties in light buffer ● 2. Geometry pass: – fetch light buffer and apply different material terms per surface by re-constructing the lighting equation
  • 18. Pre-light Pass ● Geometry pass: – fill up normal and depth buffer ● Lighting pass: – store light properties in light buffer ● 2. Geometry pass: – fetch light buffer and apply different material terms per surface by re-constructing the lighting equation
  • 19. Pre-light Pass Render opaque Geometry sorted front-to-back Normals Depth Color Specular Power Blit Lights into Light Buffer (sorted front-to-back) Light Buffer Render opaque Geometry sorted front-to-back or Blit ambient term and other lighting terms into final image Frame Buffer
  • 20. Pre-light Pass Resistance 2TM in-game screenshot; first row on the left is the depth buffer, on the right is the normal buffer; in the second row is the diffuse light buffer and on the right is the specular light buffer; in the last row is the final result.
  • 21. Pre-light Pass ● Flexible Materials ● H/W MSAA ● Not Lighting/Shadowing Alpha Geometry