071116 / Deferred Shading II previous | next These two shots are from my deferred shading prototype path. Deferred Shading with Alpha Blending of Normals? Back in August I forked my development path, branched out and tried Deferred Shading. I had not got it working (as can be seen if you follow the previous link) because of the problems of alpha blending normals. Unlike the traditional deferred shading path, I'm doing sorted alpha blending of material properties (including something which is not quite a normal, but serves a similar purpose) into my G-buffer. Now I've found a trick method to blend my "normals" which modifies a shiny-to-diffuse material property (effectively changing the mipmap level in a future texture lookup). This knowledge is effectively the gateway towards a simplified shading pipeline, but I have a few more problems to solve to get there. Random Thoughts on DX10.1 Putting this in my archive of thoughts on DX10.1 level hardware, of which perhaps it is going to take 1-2 years before the Khronos group catches up with an OpenGL spec for ... and then another 6 months to a year for driver support! Anyway the hardware is here now in the form of AMD/ATI RV670 chipset. What excites me the most about the hardware is the GPU double precision support. Something like 2 clocks for an ADD and 4 for a MUL? Would be ideal for say Atom II to move over the CPU bound double precision math to the GPU. As for DX10.1, the ability to read and write from multi-sample buffers would be awesome! With this, it becomes easy to do order independent transparency in one geometry pass. Simply setup a multi-sample FBO with 4x4 samples per pixel. Render with AA off and stencil setup so each write to a pixel goes to another sample. Then read back the color/depth for the 16 samples, sort by depth and manually composite in the correct order. With any luck, by the time GL has support for this, the cards will have the bandwidth to do this at a good resolution. As for the rest of DX10.1, I don't see it as all that important. Cubemap Arrays would be useful if only they managed to get the geometry shader pipe fast. Separate blend modes per MRT is something I'm not sure I'd use. Haven't reached the limit of vertex shader inputs and outputs yet either... | Atom ©2009-2007 Timothy Farrar Latest Blog Entries 090407 . dxt tip 090320 . gdc 2009 090318 . re-attachable code 090311 . atom tri soup 090305 . voxels 090219 . r600 090218 . arm vfp 090212 . iphone atom 090208 . iphone 090207 . kz2 ii 090129 . gt3xx speculation 090121 . killzone 2 090110 . hole filling 090108 . structure synth 090105 . nv gpu prg + tes 081230 . gl3 textures 081224 . larrabee 081223 . 3d ifs art 081219 . gl3 driver 081218 . reprojection 2 081217 . reprojection 081216 . pc gpu stats 081209 . opencl 081115 . r2 081106 . arm vfp11 081102 . gl3 on linux 081030 . p r d a 081020 . temporal binned ring buffer 081014 . octahedron map 081010 . temporal locality 081008 . future hardware 080926 . changed email 080918 . general purpose 080826 . olick paper 080814 . otoy, braid 080813 . opengl 3 II 080811 . opengl 3 080806 . random stuff 080718 . nv perf kit 080709 . antialiasing 080704 . micro polys II 080628 . micro polys 080524 . triangles 080426 . parallel II 080319 . beyond the vacuum 080223 . human head + parallel 080114 . xp install
Index 000000 . index
Graphics 090311 . atom tri soup 090110 . hole filling 081218 . reprojection 2 081217 . reprojection 081209 . opencl 081014 . octahedron map 081010 . temporal locality 080709 . antialiasing 080704 . micro polys II 080628 . micro polys 080524 . triangles 080319 . beyond the vacuum 071130 . GPU only 071121 . deferred 3 071116 . deferred 2 071103 . random shots 071025 . motion cards 071018 . cubemap concepts 071015 . drawing reverse II 070926 . drawing in reverse 070822 . new pipeline progress 070819 . high dynamic range 070817 . video update 070810 . engine lighting 070809 . engine videos 070731 . screen shots 070713 . micro impostors 070711 . infinite LOD 070710 . graphics engine intro
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