Deferred Shading Tutorial
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
GLSL 4.50 Spec
The OpenGL® Shading Language Language Version: 4.50 Document Revision: 7 09-May-2017 Editor: John Kessenich, Google Version 1.1 Authors: John Kessenich, Dave Baldwin, Randi Rost Copyright (c) 2008-2017 The Khronos Group Inc. All Rights Reserved. This specification is protected by copyright laws and contains material proprietary to the Khronos Group, Inc. It or any components may not be reproduced, republished, distributed, transmitted, displayed, broadcast, or otherwise exploited in any manner without the express prior written permission of Khronos Group. You may use this specification for implementing the functionality therein, without altering or removing any trademark, copyright or other notice from the specification, but the receipt or possession of this specification does not convey any rights to reproduce, disclose, or distribute its contents, or to manufacture, use, or sell anything that it may describe, in whole or in part. Khronos Group grants express permission to any current Promoter, Contributor or Adopter member of Khronos to copy and redistribute UNMODIFIED versions of this specification in any fashion, provided that NO CHARGE is made for the specification and the latest available update of the specification for any version of the API is used whenever possible. Such distributed specification may be reformatted AS LONG AS the contents of the specification are not changed in any way. The specification may be incorporated into a product that is sold as long as such product includes significant independent work developed by the seller. A link to the current version of this specification on the Khronos Group website should be included whenever possible with specification distributions. -
Evolution of Programmable Models for Graphics Engines (High
Hello and welcome! Today I want to talk about the evolution of programmable models for graphics engine programming for algorithm developing My name is Natalya Tatarchuk (some folks know me as Natasha) and I am director of global graphics at Unity I recently joined Unity… 4 …right after having helped ship the original Destiny @ Bungie where I was the graphics lead and engineering architect … 5 and lead the graphics team for Destiny 2, shipping this year. Before that, I led the graphics research and demo team @ AMD, helping drive and define graphics API such as DirectX 11 and define GPU hardware features together with the architecture team. Oh, and I developed a bunch of graphics algorithms and demos when I was there too. At Unity, I am helping to define a vision for the future of Graphics and help drive the graphics technology forward. I am lucky because I get to do it with an amazing team of really talented folks working on graphics at Unity! In today’s talk I want to touch on the programming models we use for real-time graphics, and how we could possibly improve things. As all in the room will easily agree, what we currently have as programming models for graphics engineering are rather complex beasts. We have numerous dimensions in that domain: Model graphics programming lives on top of a very fragmented and complex platform and API ecosystem For example, this is snapshot of all the more than 25 platforms that Unity supports today, including PC, consoles, VR, mobile platforms – all with varied hardware, divergent graphics API and feature sets. -
Rendering 13, Deferred Shading, a Unity Tutorial
Catlike Coding Unity C# Tutorials Rendering 13 Deferred Shading Explore deferred shading. Fill Geometry Bufers. Support both HDR and LDR. Work with Deferred Reflections. This is part 13 of a tutorial series about rendering. The previous installment covered semitransparent shadows. Now we'll look at deferred shading. This tutorial was made with Unity 5.5.0f3. The anatomy of geometry. 1 Another Rendering Path Up to this point we've always used Unity's forward rendering path. But that's not the only rendering method that Unity supports. There's also the deferred path. And there are also the legacy vertex lit and the legacy deferred paths, but we won't cover those. So there is a deferred rendering path, but why would we bother with it? After all, we can render everything we want using the forward path. To answer that question, let's investigate their diferences. 1.1 Switching Paths Which rendering path is used is defined by the project-wide graphics settings. You can get there via Edit / Project Settings / Graphics. The rendering path and a few other settings are configured in three tiers. These tiers correspond to diferent categories of GPUs. The better the GPU, the higher a tier Unity uses. You can select which tier the editor uses via the Editor / Graphics Emulation submenu. Graphics settings, per tier. To change the rendering path, disable Use Defaults for the desired tier, then select either Forward or Deferred as the Rendering Path. 1.2 Comparing Draw Calls I'll use the Shadows Scene from the Rendering 7, Shadows tutorial to compare both approaches. -
Slang: Language Mechanisms for Extensible Real-Time Shading Systems
Slang: language mechanisms for extensible real-time shading systems YONG HE, Carnegie Mellon University KAYVON FATAHALIAN, Stanford University TIM FOLEY, NVIDIA Designers of real-time rendering engines must balance the conicting goals and GPU eciently, and minimizing CPU overhead using the new of maintaining clear, extensible shading systems and achieving high render- parameter binding model oered by the modern Direct3D 12 and ing performance. In response, engine architects have established eective de- Vulkan graphics APIs. sign patterns for authoring shading systems, and developed engine-specic To help navigate the tension between performance and maintain- code synthesis tools, ranging from preprocessor hacking to domain-specic able/extensible code, engine architects have established eective shading languages, to productively implement these patterns. The problem is design patterns for authoring shading systems, and developed code that proprietary tools add signicant complexity to modern engines, lack ad- vanced language features, and create additional challenges for learning and synthesis tools, ranging from preprocessor hacking, to metapro- adoption. We argue that the advantages of engine-specic code generation gramming, to engine-proprietary domain-specic languages (DSLs) tools can be achieved using the underlying GPU shading language directly, [Tatarchuk and Tchou 2017], for implementing these patterns. For provided the shading language is extended with a small number of best- example, the idea of shader components [He et al. 2017] was recently practice principles from modern, well-established programming languages. presented as a pattern for achieving both high rendering perfor- We identify that adding generics with interface constraints, associated types, mance and maintainable code structure when specializing shader and interface/structure extensions to existing C-like GPU shading languages code to coarse-grained features such as a surface material pattern or enables real-time renderer developers to build shading systems that are a tessellation eect. -
Opengl Shading Languag 2Nd Edition (Orange Book)
OpenGL® Shading Language, Second Edition By Randi J. Rost ............................................... Publisher: Addison Wesley Professional Pub Date: January 25, 2006 Print ISBN-10: 0-321-33489-2 Print ISBN-13: 978-0-321-33489-3 Pages: 800 Table of Contents | Index "As the 'Red Book' is known to be the gold standard for OpenGL, the 'Orange Book' is considered to be the gold standard for the OpenGL Shading Language. With Randi's extensive knowledge of OpenGL and GLSL, you can be assured you will be learning from a graphics industry veteran. Within the pages of the second edition you can find topics from beginning shader development to advanced topics such as the spherical harmonic lighting model and more." David Tommeraasen, CEO/Programmer, Plasma Software "This will be the definitive guide for OpenGL shaders; no other book goes into this detail. Rost has done an excellent job at setting the stage for shader development, what the purpose is, how to do it, and how it all fits together. The book includes great examples and details, and good additional coverage of 2.0 changes!" Jeffery Galinovsky, Director of Emerging Market Platform Development, Intel Corporation "The coverage in this new edition of the book is pitched just right to help many new shader- writers get started, but with enough deep information for the 'old hands.'" Marc Olano, Assistant Professor, University of Maryland "This is a really great book on GLSLwell written and organized, very accessible, and with good real-world examples and sample code. The topics flow naturally and easily, explanatory code fragments are inserted in very logical places to illustrate concepts, and all in all, this book makes an excellent tutorial as well as a reference." John Carey, Chief Technology Officer, C.O.R.E. -
Opengl 4.0 Shading Language Cookbook
OpenGL 4.0 Shading Language Cookbook Over 60 highly focused, practical recipes to maximize your use of the OpenGL Shading Language David Wolff BIRMINGHAM - MUMBAI OpenGL 4.0 Shading Language Cookbook Copyright © 2011 Packt Publishing All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews. Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book. Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information. First published: July 2011 Production Reference: 1180711 Published by Packt Publishing Ltd. 32 Lincoln Road Olton Birmingham, B27 6PA, UK. ISBN 978-1-849514-76-7 www.packtpub.com Cover Image by Fillipo ([email protected]) Credits Author Project Coordinator David Wolff Srimoyee Ghoshal Reviewers Proofreader Martin Christen Bernadette Watkins Nicolas Delalondre Indexer Markus Pabst Hemangini Bari Brandon Whitley Graphics Acquisition Editor Nilesh Mohite Usha Iyer Valentina J. D’silva Development Editor Production Coordinators Chris Rodrigues Kruthika Bangera Technical Editors Adline Swetha Jesuthas Kavita Iyer Cover Work Azharuddin Sheikh Kruthika Bangera Copy Editor Neha Shetty About the Author David Wolff is an associate professor in the Computer Science and Computer Engineering Department at Pacific Lutheran University (PLU). -
Graphics Shaders Mike Hergaarden January 2011, VU Amsterdam
Graphics shaders Mike Hergaarden January 2011, VU Amsterdam [Source: http://unity3d.com/support/documentation/Manual/Materials.html] Abstract Shaders are the key to finalizing any image rendering, be it computer games, images or movies. Shaders have greatly improved the output of computer generated media; from photo-realistic computer generated humans to more vivid cartoon movies. Furthermore shaders paved the way to general-purpose computation on GPU (GPGPU). This paper introduces shaders by discussing the theory and practice. Introduction A shader is a piece of code that is executed on the Graphics Processing Unit (GPU), usually found on a graphics card, to manipulate an image before it is drawn to the screen. Shaders allow for various kinds of rendering effect, ranging from adding an X-Ray view to adding cartoony outlines to rendering output. The history of shaders starts at LucasFilm in the early 1980’s. LucasFilm hired graphics programmers to computerize the special effects industry [1]. This proved a success for the film/ rendering industry, especially at Pixars Toy Story movie launch in 1995. RenderMan introduced the notion of Shaders; “The Renderman Shading Language allows material definitions of surfaces to be described in not only a simple manner, but also highly complex and custom manner using a C like language. Using this method as opposed to a pre-defined set of materials allows for complex procedural textures, new shading models and programmable lighting. Another thing that sets the renderers based on the RISpec apart from many other renderers, is the ability to output arbitrary variables as an image—surface normals, separate lighting passes and pretty much anything else can be output from the renderer in one pass.” [1] The term shader was first only used to refer to “pixel shaders”, but soon enough new uses of shaders such as vertex and geometry shaders were introduced, making the term shaders more general. -
Real-Time Lighting Effects Using Deferred Shading
Real-time Lighting Effects using Deferred Shading Michal Ferko∗ Supervised by: Michal Valient† Faculty of Mathematics, Physics and Informatics Comenius University Bratislava / Slovakia Abstract We are targeting OpenGL 3 capable hardware, because we require the framebuffer object features as well as mul- Rendering realistic objects at interactive frame rates is a tiple render targets. necessary goal for many of today’s applications, especially computer games. However, most rendering engines used in these games induce certain limitations regarding mov- 2 Related Work ing of objects or the amount of lights used. We present a rendering system that helps overcome these limitations There are many implementations of Deferred Shading and while the system is still able to render complex scenes at this concept has been widely used in modern games [15] 60 FPS. Our system uses Deferred Shading with Shadow [12] [5], coupled with techniques used in our paper as well Mapping for a more efficient way to synthesize lighting as certain other. coupled with Screen-Space Ambient Occlusion to fine- Deferred Shading does not directly allow rendering of tune the final shading. We also provide a way to render transparent objects and therefore, we need to use a differ- transparent objects efficiently without encumbering the ent method to render transparent objects. There are several CPU. approaches to hardware-accelerated rendering of transpar- ent objects without the need to sort geometry. This group Keywords: Real-time Rendering, Deferred Shading, of algorithms is referred to as Order-Independent Trans- High-dynamic range rendering, Tone-mapping, Order- parency. Independent Transparency, Ambient Occlusion, Screen- An older approach is Depth Peeling [7] [4], which re- Space Ambient Occlusion, Stencil Routed A-Buffer quires N scene rendering passes to capture N layers of transparent geometry. -
More Efficient Virtual Shadow Maps for Many Lights
1 More Efficient Virtual Shadow Maps for Many Lights Ola Olsson1;2, Markus Billeter1;3, Erik Sintorn1, Viktor Kampe¨ 1, and Ulf Assarsson1 (Invited Paper) Abstract—Recently, several algorithms have been introduced for shading is much more important. To this end we use that enable real-time performance for many lights in applications Clustered Deferred Shading [3], as our starting point. This such as games. In this paper, we explore the use of hardware- algorithm offers the highest light-culling efficiency among supported virtual cube-map shadows to efficiently implement high-quality shadows from hundreds of light sources in real time current real-time many-light algorithms and the most robust and within a bounded memory footprint. In addition, we explore shading performance. Moreover, clustered shading provides the utility of ray tracing for shadows from many lights and tight 3D bounds around groups of samples in the frame present a hybrid algorithm combining ray tracing with cube buffer and therefore can be viewed as a fast voxelization of maps to exploit their respective strengths. Our solution supports the visible geometry. Thus, as we will show, these clusters real-time performance with hundreds of lights in fully dynamic high-detail scenes. provide opportunities for efficient culling of shadow casters and allocation of shadow map memory. Index Terms—Computer graphics, GPU, real-time shading, shadows, virtual texturing. A. Contributions We contribute an efficient culling scheme, based on clusters, I. INTRODUCTION which is used to render shadow-casting geometry to many cube In recent years, several techniques have been presented shadow maps. We demonstrate that this can enable real-time that enable real-time performance for applications such as rendering performance using shadow maps for hundreds of games using hundreds to many thousands of lights. -
From a Programmable Pipeline to an Efficient Stream Processor
Computation on GPUs: From a Programmable Pipeline to an Efficient Stream Processor João Luiz Dihl Comba 1 Carlos A. Dietrich1 Christian A. Pagot1 Carlos E. Scheidegger1 Resumo: O recente desenvolvimento de hardware gráfico apresenta uma mu- dança na implementação do pipeline gráfico, de um conjunto fixo de funções, para programas especiais desenvolvidos pelo usuário que são executados para cada vértice ou fragmento. Esta programabilidade permite implementações de diversos algoritmos diretamente no hardware gráfico. Neste tutorial serão apresentados as principais técnicas relacionadas a implementação de algoritmos desta forma. Serão usados exemplos baseados em artigos recentemente publicados. Através da revisão e análise da contribuição dos mesmos, iremos explicar as estratégias por trás do desenvolvimento de algoritmos desta forma, formando uma base que permita ao leitor criar seus próprios algoritmos. Palavras-chave: Hardware Gráfico Programável, GPU, Pipeline Gráfico Abstract: The recent development of graphics hardware is presenting a change in the implementation of the graphics pipeline, from a fixed set of functions, to user- developed special programs to be executed on a per-vertex or per-fragment basis. This programmability allows the efficient implementation of different algorithms directly on the graphics hardware. In this tutorial we will present the main techniques that are involved in implementing algorithms in this fashion. We use several test cases based on recently published pa- pers. By reviewing and analyzing their contribution, we explain the reasoning behind the development of the algorithms, establishing a common ground that allow readers to create their own novel algorithms. Keywords: Programmable Graphics Hardware, GPU, Graphics Pipeline 1UFRGS, Instituto de Informática, Caixa Postal 15064, 91501-970 Porto Alegre/RS, Brasil e-mail: {comba, cadietrich, capagot, carlossch}@inf.ufrgs.br Este trabalho foi parcialmente financiado pela CAPES, CNPq e FAPERGS. -
A Novel Multithreaded Rendering System Based on a Deferred Approach
VIII Brazilian Symposium on Games and Digital Entertainment Rio de Janeiro, RJ – Brazil, October, 8th-10th 2009 A Novel Multithreaded Rendering System based on a Deferred Approach Jorge Alejandro Lorenzon Esteban Walter Gonzalez Clua Universidad Austral, Argentina Media Lab – UFF, Brazil [email protected] [email protected] Figure 1: Mix of the final illuminated picture, the diffuse color buffer and the normal buffer Abstract Therefore, the architecture of newer game engines must include fine-grained multithreaded algorithms This paper presents the architecture of a rendering and systems. Fortunately for some systems like physics system designed for multithreaded rendering. The and AI this can be done. However, when it comes to implementation of the architecture following a deferred rendering there is one big issue: All draw and state rendering approach shows gains of 65% on a dual core calls must go to the graphics processing unit (GPU) in 1 machine. a serialized manner . This limits game engines as only one thread can actually execute draw calls to the Keywords : multithreaded rendering, deferred graphics card. Adding to the problem, draw calls and rendering, DirectX 11, command buffer, thread pool state management of the graphics pipeline are expensive for the CPU as there is a considerable overhead created by the API and driver. For this 1. Introduction reason, most games and 3D applications are CPU Game engines and 3D software are constantly bound and rely on batching 3D models to feed the changing as the underlying hardware and low level GPU. APIs evolve. The main driving force of change is the pursuit of greater performance for 3D software, which Microsoft, aware of this problem, is pushing means, pushing more polygons with more realistic forward a new multithreaded graphics API for the PC, models of illumination and shading techniques to the Direct3D11. -
NVIDIA GPU Programming Guide
Version 2.4.0 1 Notice ALL NVIDIA DESIGN SPECIFICATIONS, REFERENCE BOARDS, FILES, DRAWINGS, DIAGNOSTICS, LISTS, AND OTHER DOCUMENTS (TOGETHER AND SEPARATELY, “MATERIALS”) ARE BEING PROVIDED “AS IS.” NVIDIA MAKES NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. Information furnished is believed to be accurate and reliable. However, NVIDIA Corporation assumes no responsibility for the consequences of use of such information or for any infringement of patents or other rights of third parties that may result from its use. No license is granted by implication or otherwise under any patent or patent rights of NVIDIA Corporation. Specifications mentioned in this publication are subject to change without notice. This publication supersedes and replaces all information previously supplied. NVIDIA Corporation products are not authorized for use as critical components in life support devices or systems without express written approval of NVIDIA Corporation. Trademarks NVIDIA, the NVIDIA logo, GeForce, and NVIDIA Quadro are registered trademarks of NVIDIA Corporation. Other company and product names may be trademarks of the respective companies with which they are associated. Copyright © 2005 by NVIDIA Corporation. All rights reserved. HISTORY OF MAJOR REVISIONS Version Date Changes 2.4.0 07/08/2005 Updated cover Added GeForce 7 Series content 2.3.0 02/08/2005 Added 2D & Video Programming chapter Added more SLI information 2.2.1 11/23/2004 Minor formatting improvements 2.2.0 11/16/2004 Added normal map format advice Added ps_3_0 performance advice Added General Advice chapter 2.1.0 07/20/2004 Added Stereoscopic Development chapter 2.0.4 07/15/2004 Updated MRT section 2.0.3 06/25/2004 Added Multi-GPU Support chapter 2 NVIDIA GPU Programming Guide Table of Contents Chapter 1.