Clustered deferred and forward shading

Ola Olsson, M. Billeter, Ulf Assarsson
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引用次数: 57

Abstract

This paper presents and investigates Clustered Shading for deferred and forward rendering. In Clustered Shading, view samples with similar properties (e.g. 3D-position and/or normal) are grouped into clusters. This is comparable to tiled shading, where view samples are grouped into tiles based on 2D-position only. We show that Clustered Shading creates a better mapping of light sources to view samples than tiled shading, resulting in a significant reduction of lighting computations during shading. Additionally, Clustered Shading enables using normal information to perform per-cluster back-face culling of lights, again reducing the number of lighting computations. We also show that Clustered Shading not only outperforms tiled shading in many scenes, but also exhibits better worst case behaviour under tricky conditions (e.g. when looking at high-frequency geometry with large discontinuities in depth). Additionally, Clustered Shading enables real-time scenes with two to three orders of magnitudes more lights than previously feasible (up to around one million light sources).
集群延迟和向前阴影
本文提出并研究了延迟渲染和前向渲染的聚类阴影。在聚类着色中,具有相似属性(例如3d位置和/或正常)的视图样本被分组到聚类中。这与平铺阴影相当,其中视图样本仅基于2d位置分组到平铺阴影中。我们表明,集群阴影创建了一个更好的光源映射,以查看样本比平铺阴影,导致在阴影期间照明计算显著减少。此外,集群阴影允许使用正常信息来执行每个集群的背面灯光剔除,再次减少照明计算的数量。我们还表明,聚类着色不仅在许多场景中优于平铺着色,而且在棘手的条件下也表现出更好的最差情况行为(例如,当观察具有深度大不连续的高频几何形状时)。此外,集群阴影使实时场景具有比以前可行的多两到三个数量级的光(多达100万个光源)。
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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