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Advances in Real-Time Rendering in Games,[object Object]
More Performance!,[object Object],Five Rendering Ideas from Battlefield 3 and Need For Speed: The Run,[object Object],John White (NFS)Colin Barré-Brisebois (BF3),[object Object],Advances in Real-Time Rendering in Games,[object Object]
Agenda,[object Object],[object Object]
The Techniques
Separable Bokeh Depth-of-Field
Hi-Z / Z-Cull Reverse Reload Tricks
Chroma Sub-Sampled Image Processing
Tiled-Based Deferred Shading on Xbox 360
Temporally-Stable Screen-Space Ambient Occlusion
Q&AAdvances in Real-Time Rendering in Games,[object Object]
Motivations,[object Object],[object Object]
5 Pillars:
Animation
Audio
Scale
Destruction
Rendering
Powers Battlefield 3 and Need For Speed: The RunAdvances in Real-Time Rendering in Games,[object Object]
More Info,[object Object],[object Object]
publications.dice.se
Also see Alex Ferrier’s talk on “1000 points of light” Tues, 2pm, East Building, Ballroom A/BAdvances in Real-Time Rendering in Games,[object Object]
Advances in Real-Time Rendering in Games,[object Object]
Advances in Real-Time Rendering in Games,[object Object]
Separable BokehDepth-of-Field,[object Object],Advances in Real-Time Rendering in Games,[object Object]
Real World Bokeh - Disc,[object Object],Photo Courtesy of MohsinHasan 2011,[object Object],Advances in Real-Time Rendering in Games,[object Object]
Real World Bokeh – Pentagonal,[object Object],Photo Courtesy of MohsinHasan 2011,[object Object],Advances in Real-Time Rendering in Games,[object Object]
Circle of Confusion Calculation,[object Object],[object Object]
Lens Length (derive from FOV)
F/Stop
Focal Plane
CoC is a simple MADD on the raw Z Depth [Demers04][Jones08]CoC = abs(z * CoCScale + CoCBias) ,[object Object],CoCScale = (A * focallength * focalplane * (zfar - znear)) / ((focalplane - focallength) * znear * zfar) ,[object Object],CoCBias = (A * focallength * (znear - focalplane )) / ((focalplane * focallength) * znear),[object Object],Advances in Real-Time Rendering in Games,[object Object]
Pre Multiplied CoC,[object Object],[object Object]
Store CoC in alpha
Recover colour by doing col.rgb /= col.a
Ensure CoC always has a small number so colour can always be recoveredAdvances in Real-Time Rendering in Games,[object Object]
Blur Process,[object Object],[object Object]
Common in DX9 games. Cheap
2D Area samples
Limited kernel size before texture tap explosion
GS expanded Point Sprites
Heavy fill rate
CryEngine3 DX11 and Unreal Engine 3 Samaritan demoAdvances in Real-Time Rendering in Games,[object Object]
Gaussian vs. real world bokeh,[object Object],[object Object]
Gaussian blurs can be made separable O(N)
What 2D blurs can be made separable?
Gaussian
Box
Skewed BoxAdvances in Real-Time Rendering in Games,[object Object]
Other separable blurs,[object Object],[object Object],Advances in Real-Time Rendering in Games,[object Object]
Hexagonal Blurs,[object Object],[object Object]
Each rhombi can be computed via separable blur
7 Passes in total. 3 shapes x 2 blurs + 1 combine1,[object Object],2,[object Object],First Pass,[object Object],Second Pass,[object Object],3,[object Object],Advances in Real-Time Rendering in Games,[object Object]
Hexagonal Blurs – Pass Reduction,[object Object],[object Object]
But 7 passes and 6 blurs is not competitive
Need to reduce passes1,[object Object],2,[object Object],First Pass,[object Object],Second Pass,[object Object],3,[object Object],Advances in Real-Time Rendering in Games,[object Object]
Hexagonal Blurs – Pass Reduction 1,[object Object],Pass 1,[object Object],Pass 2,[object Object],Pass 1   Up,[object Object],	Down Left,[object Object],Pass 2   Down Left ,[object Object],           + Down Right ,[object Object],           + Down Right,[object Object],+,[object Object],Advances in Real-Time Rendering in Games,[object Object]
Hexagonal blurs – Pass reduction 2,[object Object],Pass 2,[object Object],Pass 1,[object Object],+,[object Object],+,[object Object],Advances in Real-Time Rendering in Games,[object Object]
Hexagonal Bokeh,[object Object],Advances in Real-Time Rendering in Games,[object Object]
Hexagonal Bokeh,[object Object],Advances in Real-Time Rendering in Games,[object Object]
Hexagonal Bokeh,[object Object],Advances in Real-Time Rendering in Games,[object Object]
Hexagonal Bokeh,[object Object],Advances in Real-Time Rendering in Games,[object Object]
Hexagonal vsGaussian,[object Object],[object Object]
2 Passes with a total of 2 blurs
Hexagonal
2 Passes (3 resolves) with a total of 4 blurs
BUT each blur only needs half the taps therefore same #taps
BUT each tap contributes equally unlike Gaussian so need less taps for a given aesthetic filter kernel width!
PLUS We can improve furtherAdvances in Real-Time Rendering in Games,[object Object]
Iterative Refinement,[object Object],[object Object]
Multiple passes fill in the under-sampling
Dual iteration blur needs a total of 5 passes with a total of 8 half blurs.Advances in Real-Time Rendering in Games,[object Object]
Iterative Refinement,[object Object],Pass 5,[object Object],Pass 1,[object Object],Pass 2,[object Object],Pass 3,[object Object],+,[object Object],+,[object Object],Pass 4,[object Object],Advances in Real-Time Rendering in Games,[object Object]
Pseudo Scatter filter,[object Object],[object Object]
However pixel shaders are designed to gather they can’t scatter the results
Typical blurs default the filter kernel to the CoC of pixel
Instead, default to big CoC and reject based on the sampled texelCoCExtra method to stop bleeding artifacts and can sharpen up smooth gradients,[object Object],Advances in Real-Time Rendering in Games,[object Object]
Hi Z culling,[object Object],[object Object]
You can then draw the plane at Z depth of 0.001f
In focus pixels will be quickly rejected by Hi Z
Same for iterative refinement
Draw undersample pass at higher Z value, fine at small Z valueRequires an explicit copy afterwards to re-fill,[object Object],Advances in Real-Time Rendering in Games,[object Object]
Hi-Z / Z-Cull Reverse Reload Tricks,[object Object],Advances in Real-Time Rendering in Games,[object Object]
Hi-Z (1/),[object Object],[object Object]
Stores a Low Res version of the Z buffer
Can use this to conservatively reject groups of pixels
Saves fragment shading known occluded pixelsAdvances in Real-Time Rendering in Games,[object Object]
Hi-Z (2/),[object Object],Advances in Real-Time Rendering in Games,[object Object]
Hi-Z (3/),[object Object],Solid Space,[object Object],Empty Space,[object Object],Advances in Real-Time Rendering in Games,[object Object]
Volume Rendering (1/),[object Object],In Deferred Renderers it is common to reproject screen pixels back into world space,[object Object],Common for lights (point, spot, line),[object Object],Shadow volumes,[object Object],Draw a convex bounding polyhedron projected in screens space,[object Object],In shader, reject pixels which are not in the volume bounds,[object Object],Advances in Real-Time Rendering in Games,[object Object]
Volume Rendering (2/),[object Object],B,[object Object],A,[object Object],C,[object Object],Advances in Real-Time Rendering in Games,[object Object]
Reverse Hi-Z Reload (X360) ,[object Object],[object Object]
Init aliased RT to D3DHIZFUNC_GREATER_EQUAL
Draw Full screen quadNULL Pixel Shader,[object Object],Zfunc == Never,[object Object],[object Object]
Similar technique on Playstation3 (See DevNet)Advances in Real-Time Rendering in Games,[object Object]
Reverse Hi-Z (1/),[object Object],Solid Space,[object Object],Empty Space,[object Object],Empty Space,[object Object],Solid Space,[object Object],Advances in Real-Time Rendering in Games,[object Object]
Reverse Hi-Z (2/),[object Object],[object Object]
By rendering the backfaces of convex polyhedra, pixels beyond the faces will quickly reject

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More Performance! Five Rendering Ideas From Battlefield 3 and Need For Speed: The Run

Notes de l'éditeur

  1. Example with extreme filter kernel.Note there are some blight blobs in some of the hexagons. This is an artifact of a later pass to composite the coronal particles and not of the hexagonal blur process.
  2. Also need a half texel offset before saturate. Omitted for clarity.