1 / 14

主流渲染技术简介

主流渲染技术简介. 渲染流程. G-Buffer. G-Buffer 全称 geometric buffer, 主要包含: Position ( Depth buffer ) Normal Material parameters Diffuse Color Emissive Specular Intensity Specular Power …. G-Buffer 示例. Specular Intensity. Specular Power. Depth buffer. Diffuse Color buffer. Normal buffer.

sine
Télécharger la présentation

主流渲染技术简介

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. 主流渲染技术简介

  2. 渲染流程

  3. G-Buffer • G-Buffer全称geometric buffer,主要包含: • Position(Depth buffer) • Normal • Material parameters • Diffuse Color • Emissive • Specular Intensity • Specular Power • …

  4. G-Buffer示例 Specular Intensity Specular Power Depth buffer Diffuse Color buffer Normal buffer

  5. G-Buffer的创建 • MRT(Multiple Render Target) DX9最多支持4个MRT,即一个pass,可以同时输出到4个render target。(不同的硬件实现,有不同的限制,比如所有的RT要有同样的位深度,不支持post-pixel操作:alpha test,blending等。) • Multiple Pass 对于不支持MRT的硬件,可以用多个pass来处理,每个pass生成一个render target。速度相对MRT要慢,但灵活性要好,不依赖硬件。

  6. Shadow • 这里的shadow生成主要是针对direct light。 • 生成shadow的技术主要是shadow map • 优点:简单,不需要知道场景中物体的几何信息。 • 缺点:分别率不高时,生成的阴影边缘有明显的锯齿。

  7. Shadow map的改进算法 PCF(Percentage Closer Filtering) PSM(Perspective Shadow Map) TSM(Trapezoidal Shadow Map) CSM(Convolution Shadow Map) VSM(Variance Shadow Map) LVSM(Layered Variance Shadow Map) …

  8. VSM和LVSM比较 VSM (当多个阴影重合时就出现light bleeding现象) LVSM

  9. Indirect lighting • SSAO(Screen Space Ambient Occlusion) • GI(Dynamic Global Illumination) • SSDO(Screen Space Directional Occlusion) • LPV(Light Propagation Volumes)

  10. SSAO示例 只有环境光照射时的SSAO 有SSAO 没有SSAO

  11. SSDO示例

  12. LPV示例 一次反射的LPV 一次反射的LPV 没有LPV

  13. Deferred Shading • 对每一个光源,利用一开始生成的G-Buffer进行光照计算,每个光源一个pass。 • 优点: • 光照计算只和分辨率有关,和场景复杂度和材质种类无关,适合大型场景和多光源。 • 缺点: • 占用大量显存和带宽。

  14. Post Effect HDR Depth of Field Motion Blur …

More Related