Deferred lighting separate lighting rendering and make lighting a completely image-space technique. This is very different the forward rendering. At first as the limitation of the hardware, we could make per-object lit by max number of 8 lights at one time, everything (light source setting, materials, texture) must be set up by the render states before rendering; As the hardware become more powerful, we could do additive lighting, one light one pass, all lighting will be blend together. It seems no max number of light source here. If we put too much lighting calculation in the pxiel shader, the situation will become worse. Because of z-test, a lots of pixels that do the lighting calculation need to be discard.  But this will be become the advantages of deferred lighting.

In deferred lighting, lights major cast is based on the screen area coverd; all lighting is per-pixel and all surface are lit equally (every objects will use the same light equation); light allows fast hardware Z-Reject. At the other hand, some disadvantages comes along: large frame-buffer size required; At some situation will become high fill-rate (a lots of lights do full screen lighting); It is difficult to support multiple light equation; It is very hard to handle transparncy objects; And hig hardward specification.

Deferred lighting could be adapted to photo-realistic rendering, that could achive very complex visual effects and very high visual quality than the tranditional forward rendering. At the same time, keep the frame rate still high. This the main reason why some latest TV or video games vastly using it.

 

G-Buffers

The key point of the deferred lighting is the G-Buffers or the image contents. What kind of parameters we should save for geometries in it depends on our light equation. For example, if we do direct lighting with Phong / Blinn Model,  usually we need diffuse color, normal, position, diffuse coefficient, specular color, specular coefficient and so on.  Choosing of lighting parameters depends on you, you could even ignore and discard some of them. You could discard the specular part, and do not use a dedicated buffer to save the surface position but just save the depth buffer (the postion could be restored by the screen space depth value)(There is such a HDR Deferred rendering sample on the Nvidia site). Here is a comparsion between two implements that I download beyond3D and Nvidia[HDR Deferred Shading]. 
 
After G-buffers created, the light contribution will be calculated and saved into the light buffer. Sometimes, the final result value may beyond 1, you could ignore it and saturate the result with the hardware support or use a high dynamic range buffer to hold it. If you consider to use a HDR buffer, you should find some way to make those HDR display correctly on the LDR monitor. Here comes the tone mapping. 

 

High Dynamic Range (HDR) 
Sometimes, using HDR buffers will waste too much memory. Actually we could Encode the HDR value(RGB) and store them into LDR buffers(RGBA). A lots of encoded method could be found on the Internet. Usually, we could use RGBM or RGBE. Some weak hardware like WII perfer to use RGBM encoding, and powerful device like PS3, XBOX360 perfer to use RGBE encoding.

 

Transparency Objects 
There is no cheap solution for tranparency objects  in deferred lighting. One way may be fall-back to forward rendering after deferred lighting; Or we could do the color blend with pixel shader in the post-process phase.

 

Light Optimization 
As the deferred lighting is based on the screen space covered, so the best way to improve it is to find the minimal screen space covered. For the directional light, the full screen light shader will be used. For the volume light like point light and spot light, the convex light volume will be used to best enclosed and to find the minimal clip screen area(sphere for point light, frustum for spot light). Here we need to make sure that those light volume will not clip the near and far clip plane at the same time. Otherwise, there will be lighting hole.

Another method, we could use was use stencil buffer to accurately figure out the light screen areas.

[ZZ] RGBM and RGBE encoding for HDR的更多相关文章

  1. [ZZ] HDR the bungie way

    http://blog.csdn.net/toughbro/article/details/6755394 bufferencoding游戏float算法 bungie 06年,gamefest上的p ...

  2. paper 73 :HDR(High Dynamic Range Imaging)在摄影中指高动态范围成像

    HDR(High Dynamic Range Imaging)在摄影中指高动态范围成像.国内的教程基本语焉不详,找到一篇比较详尽的国外教程翻译出来,希望对大家有帮助.^_^ 原文地址:http://p ...

  3. Deferred Lighting

    Deferred lighting separate lighting from rendering and make lighting a completely image-space techni ...

  4. c# post get

    using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.T ...

  5. [ZZ] HDR&ToneMapping

    http://blog.csdn.net/toughbro/article/details/6745207 float游戏存储照片blogimage HDR high dynamic range. 很 ...

  6. [ZZ] Deferred Rendering and HDR

    http://www.gamedev.net/topic/496785-deferred-rendering-and-hdr/ Quote: Original post by jstrohYeah I ...

  7. HDR文件格式简介及其读写函数

    转自:http://blog.csdn.net/lqhbupt/article/details/7828827 1.HDR简介HDR的全称是High-DynamicRange(高动态范围).在此,我们 ...

  8. [ZZ] [siggraph10]color enhancement and rendering in film and game productio

    原文link:<color enhancement and rendering in film and game production> 是siggraph 2010,“Color Enh ...

  9. 那些证书相关的玩意儿(SSL,X.509,PEM,DER,CRT,CER,KEY,CSR,P12等)[zz]

    openssl dgst –sign privatekey.pem –sha1 –keyform PEM –c c:\server.pem 将文件用sha1摘要,并用privatekey.pem中的私 ...

随机推荐

  1. Mysql DDL与DML

    1,文件导入:LOAD DATA INFILE '/tmp/pet.txt' INTO TABLE pet FIELDS TERMINATED BY ',' LINES TERMINATED BY ' ...

  2. eclipse 和 android studio 快捷键对比

    操作 studio eclipse   debug/run 计算变量值 alt+F8 ctrl+shift+I 跳到下一步 F8 F6 跳到下一个断点 shift+F8 F8 进入到代码 F7 F5 ...

  3. jQuery 重新温习 遗忘知识点

    解决jQuery和其他库的冲突 当把jQuery和其他JavaScript库(例如Prototype.MooTools或YUI)一起使用时 <script> jQuery.noConfli ...

  4. javascript的队列,优先队列,循环队列

    按书上的来弄的.慢慢理解了. function Queue() { var items = []; this.enqueue = function(element){ items.push(eleme ...

  5. 修改ViewPager调用setCurrentItem时,滑屏的速度

    原文摘自: 修改ViewPager调用setCurrentItem时,滑屏的速度 在使用ViewPager的过程中,有需要直接跳转到某一个页面的情况,这个时候就需要用到ViewPager的setCur ...

  6. isnull的使用方法

    is null 查看列数据为空 select*from lrb where lrid is null   ISNULL使用指定的替换值替换 NULL. 语法ISNULL ( check_express ...

  7. html 绘制图像

  8. 5.AsyncHttp、post

    httpClient // 网络访问请求 new Thread(new Runnable() { @Override public void run() { String url = "ht ...

  9. Xamarin Anroid开发教程之Anroid开发工具及应用介绍

    Xamarin Anroid开发教程之Anroid开发工具及应用介绍 Xamarin开发Anroid应用介绍 如今智能手机已经盛行了好几年,而针对这些智能手机的软件开发也变得异常火热.但是在Andro ...

  10. Maven中多模块的编译顺序

    在多模块的工程中,如果模块之间存在依赖关系,那模块的编译必须要有顺序的要求.例如:P(parent)中包含A模块和B模块,且A模块依赖于B模块,那么在P中的pom,xml中需申明为: <modu ...