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FRUSTUM CONSTRUCTION � Calculate depth bound – max and min values of depth � Split depth direction into 32 cells – Min value and cell size � Flag occupied cell � A 32bit depth mask per work group 16 | A 2.5D culling for Forward+ | Takahiro Harada A tile 7 7 7 7 7 7 7 2 7 7 2 1 7 2 1 0 0 1 2 3 4 5 6 7 Depth mask = 11100001
LIGHT CULLING � If a light overlaps to the frustum – Calculate depth mask for the light – Check overlap using the depth mask of the frustum � Depth mask & Depth mask – 11100001 & 00011000 = 00000000 17 | A 2.5D culling for Forward+ | Takahiro Harada Depth mask = 00011000 Depth mask = 11100001
- Page 1 and 2: A 2.5D CULLING FOR FORWARD+ AMD Tak
- Page 3 and 4: 3 | A 2.5D culling for Forward+ | T
- Page 5 and 6: FORWARD RENDERING PIPELINE � Dept
- Page 7 and 8: CREATING A FRUSTUM FOR A TILE � A
- Page 9 and 10: LONG FRUSTUM � Screen space culli
- Page 11 and 12: QUESTION � Want to reduce false p
- Page 13 and 14: 2.5D CULLING � Additional memory
- Page 15: FRUSTUM CONSTRUCTION � Calculate
- Page 19 and 20: CODE Original With 2.5D culling 19
- Page 21 and 22: LIGHT CULLING 21 | A 2.5D culling f
- Page 23 and 24: COMPARISON Number'of'*les' 10000" 1
- Page 25 and 26: LIGHT CULLING + 2.5D CULLING 25 | A
- Page 27 and 28: PERFORMANCE !me$(ms)$ 6" 5" 4" 3" 2
LIGHT CULLING<br />
� If a light overlaps to the frustum<br />
– Calculate depth mask for the light<br />
– Check overlap using the depth mask of the frustum<br />
� Depth mask & Depth mask<br />
– 11100001 & 00011000 = 00000000<br />
17 | A 2.5D culling for Forward+ | Takahiro Harada<br />
Depth mask = 00011000<br />
Depth mask = 11100001