{"title":"Adaptive deferred shading","authors":"Ian Mallett, Cem Yuksel, A. Prakash","doi":"10.1145/2856400.2876007","DOIUrl":null,"url":null,"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.","PeriodicalId":207863,"journal":{"name":"Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"104 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2016-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2856400.2876007","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
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.