在移动gpu上重用mrt

Sunho Ki, Jinhong Park, Jae-Ho Nah, Minkyu Kim, Youngduke Seo, Chulho Shin
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引用次数: 0

摘要

最近的移动gpu支持OpenGL ES 3。X用于高质量的图形内容。多渲染目标(mrt)是OpenGL ES 3新的重要特性之一。x规范。mrt有助于同时渲染多个渲染目标纹理(称为G-buffer),因此该功能支持延迟着色;在各种几何数据,如颜色、法线、反射和折射,在第一次被渲染到G-buffer后,我们可以在第二次使用G-buffer数据执行屏幕空间照明。带有延迟阴影的复杂照明现在在桌面和控制台设备上非常常见。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Reusing MRTs for mobile GPUs
Recent mobile GPUs support OpenGL ES 3.x for high quality graphics contents. Multiple render targets (MRTs) are one of the new important features of the OpenGL ES 3.x specification. MRTs facilitate rendering multiple render-target textures (called G-buffer) at once, so this feature enables deferred shading; after various geometry data, such as color, normal, reflection, and refraction, are rendered into the G-buffer in the first pass, we can perform screen-space lighting using the G-buffer data in the second pass. Complex lighting with deferred shading is now very common on desktop and console devices.
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