Realtime Rendering 6

1、Lighting computations occur in two phases:

  1)light phase.

    used to compute the light’s direction vector l and irradiance contribution  E^L.

  2)material phaes.

    In the material phase, the BRDF parameters and surface normal.

  The result of the BRDF evaluation is multiplied by a cosine factor and by to produce the outgoing radiance EL.

  Both phases are repeated for each light source and the results are summed to produce the total outgoing radiance for the fragment.

  每个 surface对每个 light source 依次执行上面两个 phase,所有 light source 的计算结果结果最终汇总到一起。

2、 每一个material需要配合各种 light source组合,导致shader非常多。

  Valve抯 Half-Life 2 has 1920 pixel shader combinations.

  Light Type 组合会导致Shader爆炸。

3、让每个material处理所有的 light 会导致效率非常低。

  A long hallway, which is lit by twenty spaced light sources.  if dynamic branches are not employed, then all twenty light sources need to be computed for every pixel.

  loop优化方式是:

  loop over light sources dynamically in the pixel shader. Unfortunately, dynamic branches in the pixel shader perform poorly on many GPUs.

  ubershader、supershader 优化方式:

  write a single large shader that is compiled multiple times, using language features or code preprocessors to create a different specialized version of the shader each time.

  只写一个通用Shader,通过mactro为每一种 light source组合生成相应shader。

4、一种常用策略。

  

5、Multipass Lighting.

  The idea is to process every light in a separate rendering pass. using the hardware's additive blending capabilities to sum the results in the frame buffe

  每个shader的每个 pass 渲染一种 light source type。从而shader与light source type 组合数解耦。

  此法可以解决Shader爆炸的问题。

  但是此种渲染效率并不高。 This is an O(mn) process. 

6、Deferred Shading.

  to perform all visibility testing before performing any lighting computations.  If the fragment is completely covered by some later fragment, all the time spent computing its shade is wasted.  

  用于优化因深度问题而导致的无效渲染的问题。

  A rough front-to-back sort of objects can help minimize this problem, but deferred shading completely resolves it.

   从前向后渲染中以缓解无用渲染问题,但延迟渲染可以完全解决它。

  Be done with a Z-buffer by performing a rendering pass that stores away the attributes of the closest visible surface.  Values saved include the z-depth, normal, texture coordinates, and material parameters.

  These values are saved to multiple render targets accessed by the pixel shader program.  The stored buffers are commonly called G-buffers,short for “geometric buffers

  第一个Pass渲染所有信息到 G-Buffer,包括 z-depth,normal,texture coordinate, material parameter。第一个pass从G-buffer中读取数据,进行渲染。

  Fragment shading is done only once per pixel (per shading program) and so has a predictable upper bound on rendering cost. Geometric transformation is done only once, in the initial pass, and any computations needed for lighting are done only once.

  Fifty or more dynamic lights in a scene can easily be handled by deferred shading;

  延迟渲染中以轻松处理50个以上的灯光。

7、Early Z pass。

  分两步:

  1)performing an initial pass and establishing the Z-buffer.

  2)scene is rendered normally with full shading. 

8、Deferred Shading Zioma变种。

  local light sources are rendered to and stored in buffer. Depth peeling can be used to handle storing the information for overlapping light sources. The scene’s geometry is then rendered, using these stored light representations during shading.

  此法有两个好处:

  1)surface materials are not limited by what is stored in the G-buffer

  2)storing light source descriptions can take considerably less space than storing a full material description. 

Realtime Rendering 6的更多相关文章

  1. Rendering pipeline overview(读书笔记1 --- Real-Time rendering)

    1. Rendering pipeline的作用就是在给定的虚拟相机.三维物体.光源.着色方程式.纹理等的条件下产生(渲染)二维图像 2. pipeline包含很多个stage,其效率由最慢的stag ...

  2. Realtime Rendering 1.1

    [Realtime Rendering 1.1] 1.A linear transform is one that preserves vector addition and scalar multi ...

  3. Realtime Rendering 5

    [Real Time Rendering 5] 1.In radiometry, the function that is used to describe how a surface reflect ...

  4. 画面渲染:实时渲染(Real-time Rendering)、离线渲染(Offline Rendering)[转]

    实时渲染(Real-time Rendering) 实时渲染的本质就是图形数据的实时计算和输出.最典型的图形数据源是顶点.顶点包括了位置.法向.颜色.纹理坐标.顶点的权重等.在第一代渲染技术中(198 ...

  5. Real-Time Rendering (2) - 变换和矩阵(Transforms and Matrics)

    http://blog.csdn.net/silangquan/article/details/9970673 提要 在图形的计算中,比如旋转.缩放.平移.投影等操作,矩阵都扮演着极其重要的角色,它是 ...

  6. 基本变换(读书笔记5 --- Real-Time rendering)

    刚体变换 即变换不改变了被变换顶点之间的距离,以及偏手性(不会让左右手坐标系颠倒). 下面的平移变换.旋转变换即属于刚体变换 平移 从一个位置变到另一个位置可以用平移矩阵T来表示,这个矩阵将一个实体变 ...

  7. Shaders(读书笔记4 --- Real-Time rendering)

    1. vertex,pixel以及geometry shaders共享一个programming model,即common-shader core,在GPU架构中的unified shader可以和 ...

  8. Rasterizer Stage(读书笔记3 --- Real-Time rendering)

    rasterizer stage的目标:计算和设置每个像素的颜色.将屏幕空间的二维顶点和每个顶点的shading信息转换为屏幕上的像素. rasterizer stage可以分为几个阶段:triang ...

  9. Geometry Stage in Rendering pipeline (读书笔记2 --- Real-Time rendering)

    Geometry Stage一般包含下面几个阶段 1. Model & View Transform(模型和视图变换) --- 模型空间--> 世界空间 模型变换:每个模型经过模型变换来 ...

随机推荐

  1. 1.spring boot起步之Hello World【从零开始学Spring Boot】

    [视频&交流平台] àSpringBoot视频 http://study.163.com/course/introduction.htm?courseId=1004329008&utm ...

  2. python ftp文件夹文件递归上传推送

  3. 【转载】Putty出现 Network error:Software caused connection abort

    一.putty發生 network error 开始菜单进入regedit,尋找 HKEY_CURRENT_USER\Software\SimonTatham 并把这个目录下的子目录全部删除,删除前务 ...

  4. python中strip、startswith、endswith

    strip(rm)用来删除元素内的空白符: rm对应要删除空白符的元素,当rm为空(strip())时删除所有元素的空白符 startswith.endswith用来查找开头或结尾条件的元素 例子: ...

  5. OpenCV:直线拟合——cv::fitLine()详解

    实现目的:有一系列的点,需要拟合出一条直线. cv::fitLine()的具体调用形式如下: void cv::fitLine( cv::InputArray points, // 二维点的数组或ve ...

  6. django之Model类

    Model是model的基类,该类的metaclass是modelbase,在生成model类对象时是采用modelbase的.django.setup()时,apps会把app建立app_confi ...

  7. SpringMVC源码学习之request处理流程

    目的:为看源码提供调用地图,最长调用逻辑深度为8层,反正我是springMVC源码学习地址看了两周才理出来的. 建议看完后还比较晕的,参照这个简单的模型深入底层,仿SpringMVC自己写框架,再来理 ...

  8. VS2003在解决方案范围内搜索卡死问题的解决

    在Win7系统上使用VS2003的时候,在解决方案范围内搜索某个内容的时候,VS会卡死. 这是一个兼容性问题,Win7系统对VS2003的兼容性不好, 网上有人讲了一种解决方法是: 在vs2003的图 ...

  9. 分布式 session

    分布式session的实现方式: 一.Session Replication 方式管理 (即session复制) 简介:将一台机器上的Session数据广播复制到集群中其余机器上 使用场景:机器较少, ...

  10. 机器学习入门-文本特征-使用LDA主题模型构造标签 1.LatentDirichletAllocation(LDA用于构建主题模型) 2.LDA.components(输出各个词向量的权重值)

    函数说明 1.LDA(n_topics, max_iters, random_state)  用于构建LDA主题模型,将文本分成不同的主题 参数说明:n_topics 表示分为多少个主题, max_i ...