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"The real-time rendering continuum: a taxonomy"

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Blogger Renderwonk said...

Great post! Two minor quibbles:

1) In "Deferred splits and computation", you linked to Ramy's SIGGRAPH presentation, referring to "the ability to dispatch specialized shaders per screen region". And later you wrote, "In F+ we can easily specialize over material features... In deferred shading, we're bound to a fairly fixed material model... but we can easily specialize over lights". However Ramy's presentation mostly talked about how the Uncharted 4 team used the "shader lookup table" to specialize over *materials* (though presumably they specialize over lights as well, using that mechanism or a different one). In any case, deferred can clearly do both.

2) You seemed to be a bit dismissive of MSAA, while later praising Reyes for "decoupling visibility from shading rate" - which is exactly what MSAA does as well, just in a different way.

August 7, 2016 at 1:07 AM

Anonymous Anonymous said...

Perhaps to reduce confusion, you should make it more clear that you are talking about forward/deferred and clustered/tile-based rendering 'in software', as in using specific rendering approaches targeting standard immediate rendering hardware.
As opposed to hardware that performs deferred/tile-based rendering automatically below the API-level.
So I think you should at least mention that such hardware systems exist, and make it clear that what you are discussing here does not specifically apply to this hardware.

August 7, 2016 at 8:05 AM

Blogger DEADC0DE said...

Renderwonk:

- Regarding Uncharted's renderer, yes, you're right. Afaik it's the only public presentation that shows how to specialize tiles, but specialization is very common on tiled deferred (e.g. Black Ops 3 does it, Frostbite does it...) and usually goes towards lights, not materials. Uncharted 4 does the opposite, which yes, is doable but not as common. I've reworked a bit that section though because it's true, there's nothing fundamental that doesn't allow material specialization in a tile.

- Regarding decoupling, yes, you're right :) I do love the concept, and I just wanted to remark in the note that I don't think that the lack of MSAA for deferred is a deal breaker anymore. I've reworked that too

ScaliBQ:

- In the very first note there is mention of TBDR, but I dunno how to work that more into the text without confusing things more. I think that reading the presentation, talking about g-buffers and so on, it should be clear which "deferred" I'm talking of, but yes, it's unfortunate that the terms are overloaded that way...

August 7, 2016 at 11:51 AM

Anonymous Jontology said...

FWIW, we're doing a similar to Uncharted 4 deferred specialization by material features, not lights, in our tiled deferred solution. Multiple material models are possible, and selected per tile in a similar manner to what they described (although for us it's a trivially small number of cases).

So maybe less common, but certainly not unheard of.

August 7, 2016 at 4:15 PM

Blogger Unknown said...

Actually Black Ops 3 does a material permutation in the tile specialization as well, albeit just 1-bit :-)
We distinguish between generic GGX materials and "double-sided" translucent materials (vegetation, cloth etc).
Both share a RGB color in the GBuffer, GGX interprets it as specular color, while translucent materials interpret it as translucent color and assume specular intensity of 0.04.

August 20, 2016 at 9:38 PM

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