Google-apps
Hoofdmenu

Post a Comment On: C0DE517E

"How to properly LOD pixel shaders?"

4 Comments -

1 – 4 of 4
Blogger repi said...

We have a shader baking that we use to bake shaders in a distance into to low-res diffusemaps, normalmaps and other texture channels.

Works well, esp. on the consoles with fixed resolution, and is a huge saving in esp. with the number of draw calls but also with pure vertex & pixel shader cost.

March 3, 2008 at 6:33 PM

Blogger DEADC0DE said...

Very nice. How do you bake the shader? I mean its properties are going to depend on view, light dir etc, are you trying to fit any shading model to a given one, or you just have knowledge of what a given shader does an fit its data into the common denomiator shader via a hardcoded logic?

March 3, 2008 at 10:26 PM

Anonymous Anonymous said...

Sometimes we pre-render the far objects into textures and just display them. Combined with streaming it's a technique that save a lot of gpu cycles. TiZ

March 4, 2008 at 1:15 AM

Blogger DEADC0DE said...

Mhm from what I can understand probably repi was talking about the same technique, I.E. not baking stuff for the geometry but doing something impostor-like, stamping very distant objects, color and normals into some "skydome" textures, computed offline. But this is not only pixelshader LOD, it's an entirely different matter!

March 4, 2008 at 8:49 AM

You can use some HTML tags, such as <b>, <i>, <a>

Comment moderation has been enabled. All comments must be approved by the blog author.

You will be asked to sign in after submitting your comment.
Please prove you're not a robot