Tiled Shading

Ola Olsson, Ulf Assarsson
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引用次数: 43

Abstract

Abstract In this article we describe and investigate tiled shading. The tiled techniques, though simple, enable substantial improvements to both deferred and forward shading. Tiled Shading has been previously discussed only in terms of deferred shading (tiled deferred shading). We contribute a more detailed description of the technique, introduce tiled forward shading (a generalization of tiled deferred shading to also apply to forward shading), and a thorough performance evaluation. Tiled Forward Shading has many of the advantages of deferred shading, for example, scene management and light management are decoupled. At the same time, unlike traditional deferred and tiled deferred shading, full screen antialiasing and transparency are trivially supported. We also present a thorough comparison of the performance of tiled deferred, tiled forward, and traditional deferred shading. Our evaluation shows that tiled deferred shading has the least variable worst-case performance, and scales the best with faster GPUs. Tiled deferred shading is especially suitable when there are many light sources. Tiled forward shading is shown to be competitive for scenes with fewer lights, and is much simpler than traditional forward shading techniques. Tiled shading also enables simple transitioning between deferred and forward shading. We demonstrate how this can be used to handle transparent geometry, frequently a problem when using deferred shading. Demo source code is available online at the address provided at the end of this paper.
平铺的阴影
在本文中,我们描述和研究平铺阴影。平铺技术虽然简单,但可以大大改善延迟和前向阴影。平铺阴影之前只讨论过延迟阴影(平铺延迟阴影)。我们对该技术进行了更详细的描述,介绍了平铺前向着色(平铺递延着色的推广,也适用于前向着色),并进行了全面的性能评估。平铺前向着色具有延迟着色的许多优点,例如,场景管理和光管理是解耦的。同时,与传统的延迟和平铺延迟着色不同,全屏抗锯齿和透明度得到了支持。我们还提出了一个全面的性能比较平铺延迟,平铺向前,和传统的延迟着色。我们的评估表明,平铺延迟着色具有最小变化的最坏情况性能,并且在更快的gpu上缩放最佳。平铺延迟阴影特别适用于有许多光源的情况。平铺前向阴影被证明是有竞争力的场景与较少的灯光,比传统的前向阴影技术简单得多。平铺阴影还可以在延迟阴影和向前阴影之间进行简单的转换。我们演示了如何使用它来处理透明几何,这在使用延迟着色时经常是一个问题。演示源代码可在本文末尾提供的地址在线获得。
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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