Slides - Computer Graphics and Multimedia
Slides - Computer Graphics and Multimedia Slides - Computer Graphics and Multimedia
Deferred Shading • Compute lighting for each image pixel, not for each generated fragment • Splats mutually overlap • #fragments ≈ 7 · #pixel • Rasterization shader is bottleneck • Keep it small by deferring shading ➡ Performance does hardly depend on surface shader complexity Computer Graphics Group Mario Botsch
Deferred Shading • Clear separation between rasterization and surface lighting / shading • Simplifies shader development • Same shader as for meshes Computer Graphics Group Mario Botsch
- Page 1 and 2: High Quality Surface Splatting on T
- Page 3 and 4: Current PBR methods • High qualit
- Page 5 and 6: Overview • Related Work • Defer
- Page 7 and 8: Per-Pixel Phong Shading Flat Shadin
- Page 9 and 10: Comparison Persp. Correct Phong Sha
- Page 11 and 12: Phong Shading for PBR • Interpola
- Page 13: 3-Pass Deferred Shading Visibility
- Page 17 and 18: Floating Point Precision 16 bit flo
- Page 19 and 20: EWA Anti-Aliasing Screen-space Mini
- Page 21 and 22: Object-Space Filter Only No filteri
- Page 23 and 24: Approximate EWA Filtering Reconstru
- Page 25 and 26: Approximate EWA Filtering • Restr
- Page 27 and 28: Overview • Related Work • Defer
- Page 29 and 30: Approximate EWA Filtering Object-Sp
- Page 31 and 32: NPR Shading Computer Graphics Group
- Page 33 and 34: Comparison Persp. Correct Phong Sha
Deferred Shading<br />
• Clear separation between rasterization<br />
<strong>and</strong> surface lighting / shading<br />
• Simplifies shader development<br />
• Same shader as for meshes<br />
<strong>Computer</strong> <strong>Graphics</strong> Group<br />
Mario Botsch