延迟渲染中的多样本抗锯齿

András Fridvalszky, B. Tóth
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引用次数: 2

摘要

提出了一种新的延迟着色中多样本抗混叠方法。我们的技术成功地减少了内存和带宽的使用。新模型使用逐像素链表来存储样本。我们还介绍了在几何通道中构造新的G-Buffer和在照明通道中计算阴影的算法。这些算法的设计是为了进一步优化,类似于可变速率着色。我们还提出了满足内存使用和处理时间限制的方法。我们将新方法集成到基于Vulkan的渲染器中。•计算方法→栅格化;反锯齿;
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Multisample Anti-aliasing in Deferred Rendering
We propose a novel method for multisample anti-aliasing in deferred shading. Our technique successfully reduces memory and bandwidth usage. The new model uses per-pixel linked lists to store the samples. We also introduce algorithms to construct the new G-Buffer in the geometry pass and to calculate the shading in the lighting pass. The algorithms are designed to enable further optimizations, similar to variable rate shading. We also propose methods to satisfy constraints of memory usage and processing time. We integrated the new method into a Vulkan based renderer. CCS Concepts • Computing methodologies → Rasterization; Antialiasing;
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