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Tile Based Deferred Rendering

Open Haeri opened this issue 5 years ago • 0 comments

Although Deferred Rendering performes better than Forward rendering, since shading is deferred to the end of the pipeline, when all valid fragments are determined, it still can be expensive to shade all final fragments with a large number of lights. This can be optimized by dividing the depth buffer into tiles represented by the frustum formed by the near, far and the frustum sides defined by the tile position. Through a compute shader the min and max depth in said tile can be computed and the frustum near and far planes should be adusted accordingly. This gives us a tight frustum representation of a tile, which we then can test against light bounds to check if a light would affect this tile.

https://www.ea.com/frostbite/news/directx-11-rendering-in-battlefield-3

Haeri avatar Jan 15 '20 12:01 Haeri