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Bending the Graphics Pipeline Johan Andersson DICE
Overview ,[object Object],[object Object],[object Object],[object Object],08/01/10 Beyond Programmable Shading, SIGGRAPH 2010
TILE-BASED DEFERRED SHADING
Tile-based deferred shading ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],08/01/10 Beyond Programmable Shading, SIGGRAPH 2010
[object Object],[object Object],[object Object],[object Object],Multiple deferred lighting models Beyond Programmable Shading, SIGGRAPH 2010 08/01/10
Working with tiles ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Beyond Programmable Shading, SIGGRAPH 2010 08/01/10
SPU-based Deferred Shading ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Beyond Programmable Shading, SIGGRAPH 2010 08/01/10
SPU vs GPU architecture ,[object Object],[object Object],[object Object],[object Object],[object Object],Beyond Programmable Shading, SIGGRAPH 2010 08/01/10
Issues & challenges going forward ,[object Object],[object Object],[object Object],[object Object],[object Object],Beyond Programmable Shading, SIGGRAPH 2010 08/01/10
Flexible lighting models ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Beyond Programmable Shading, SIGGRAPH 2010 08/01/10
The SIMD efficiency problem ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Beyond Programmable Shading, SIGGRAPH 2010 08/01/10 Alpha-tested foliage has  far from ideal coherency
Decals & deferred shading ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Beyond Programmable Shading, SIGGRAPH 2010 08/01/10 See  Destruction Masking in Frostbite 2 using Volume Distance Fields  [Kihl10] for more details about decal use case
Need  programmable blending ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Beyond Programmable Shading, SIGGRAPH 2010 08/01/10
The deferred shading + MSAA problem ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Beyond Programmable Shading, SIGGRAPH 2010 08/01/10
MLAA – Morphological Antialiasing ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Beyond Programmable Shading, SIGGRAPH 2010 08/01/10
MLAA workings Beyond Programmable Shading, SIGGRAPH 2010 08/01/10 From  [Reshetov09]
MLAA comparisons (PS3) Beyond Programmable Shading, SIGGRAPH 2010 08/01/10 No AA MLAA
MLAA takeaways ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Beyond Programmable Shading, SIGGRAPH 2010 08/01/10
MLAA future (PC) ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Beyond Programmable Shading, SIGGRAPH 2010 08/01/10
AMBIENT OCCLUSION
Current dynamic AO ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Beyond Programmable Shading, SIGGRAPH 2010 08/01/10
Horizon-based Ambient Occlusion Beyond Programmable Shading, SIGGRAPH 2010 08/01/10 False occlusion halo from thin geometry
HBAO limitations ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Beyond Programmable Shading, SIGGRAPH 2010 08/01/10
Analytical Ambient Occlusion Beyond Programmable Shading, SIGGRAPH 2010 08/01/10
HBAO vs AAO  Beyond Programmable Shading, SIGGRAPH 2010 08/01/10
Analytical Ambient Occlusion ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Beyond Programmable Shading, SIGGRAPH 2010 08/01/10
AOV idea ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Beyond Programmable Shading, SIGGRAPH 2010 08/01/10
Beyond Programmable Shading, SIGGRAPH 2010 08/01/10 HBAO
Beyond Programmable Shading, SIGGRAPH 2010 08/01/10 HBAO AOV
AOV in practice ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Beyond Programmable Shading, SIGGRAPH 2010 08/01/10
Overdarkening (extra occlusion) Beyond Programmable Shading, SIGGRAPH 2010 08/01/10
Varying overdraw with AO distance Beyond Programmable Shading, SIGGRAPH 2010 08/01/10 0.1 m 0.2 m 0.5 m
AOV pros & cons ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Beyond Programmable Shading, SIGGRAPH 2010 08/01/10
AOV future optimizations ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Beyond Programmable Shading, SIGGRAPH 2010 08/01/10
AOV takeaways ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Beyond Programmable Shading, SIGGRAPH 2010 08/01/10
Conclusions ,[object Object],[object Object],[object Object],[object Object],08/01/10 Beyond Programmable Shading, SIGGRAPH 2010
Acknowledgments ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Beyond Programmable Shading, SIGGRAPH 2010 08/01/10
Questions? ,[object Object],[object Object],[object Object],[object Object],[object Object],Beyond Programmable Shading, SIGGRAPH 2010 08/01/10
References ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Beyond Programmable Shading, SIGGRAPH 2010 08/01/10

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Rendering Techniques for Improving Graphics Pipeline Performance

Notes de l'éditeur

  1. Register pressure not an issue for SPU
  2. Foliage: Can’t switch render targets for each draw call to fewer gbuffers, flushes GPU pipeline
  3. Detect separation lines, detect feature patterns and based on those blend in the ideal coverage
  4. Standard MSAA box filter resolve is naive
  5. Standard MSAA box filter resolve is naive
  6. Artists that are aware of the algorithm and this problem should be able to work around it in the content in most cases. Could potentially also have them select ór paint which triangles & vertices that should contribute and/or the actual extrusion length on them
  7. Deferred shading hits a major memory / BW wall with MSAA and OIT