Adaptive deferred shading

Ian Mallett, Cem Yuksel, A. Prakash
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Abstract

The primary advantage of deferred shading is eliminating wasted shading operations for fragments that are occluded by others during rendering. Deferred shading starts by rendering the entire scene into a series of temporary buffers (a geometry buffer or G-buffer). Then, it performs the shading operations using the contents of these buffers. Hence, deferred shading executes the (potentially expensive) fragment shader exactly once for a given pixel sample, avoiding additional fragment shading invocations due to overdrawing. Although deferred shading requires an extra pass and significant memory overhead to store the G-buffer, it can still be beneficial to performance when fragment shading is sufficiently expensive.
自适应延迟阴影
延迟着色的主要优点是消除了渲染过程中被其他人遮挡的碎片的浪费着色操作。延迟着色通过将整个场景渲染到一系列临时缓冲区(几何缓冲区或g缓冲区)开始。然后,它使用这些缓冲区的内容执行着色操作。因此,延迟着色执行(潜在昂贵的)片段着色器只一次给定的像素样本,避免额外的片段着色调用由于透支。虽然延迟着色需要额外的传递和大量的内存开销来存储G-buffer,但当片段着色足够昂贵时,它仍然可以对性能有益。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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