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#1 |
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Crazy coder
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It's demo time again!
![]() ![]() It's another deferred shading demo, but this time with multisample support. I'm using a stencil mask to separate edge pixels from interior pixels so that I only need to compute the lighting for all samples on edge pixel, and I can use a single sample for most pixels, much like multisampling using traditional forward shading. F5 - Default mode 2 pass mode F6 - Evaluate all samples always (essentially supersampling) F7 - Evaluate a single sample always (resulting in no antialiasing) F8 - Visualize the stencil mask http://www.humus.name/ |
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#2 |
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Darlek ******
Join Date: Jun 2004
Posts: 9,497
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requirements ?
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Guardian of the Most holy Two Terabytes of Gaming Goodness™ |
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#3 |
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penguins
Join Date: Feb 2004
Posts: 13,978
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#4 |
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AndyTX
Join Date: May 2004
Location: British Columbia, Canada
Posts: 1,840
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Awesome, I have been meaning to play with this sort of thing, but alas you beat me too it with a full demo even
Cheers!
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The content of this message is my personal opinion only. |
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#5 |
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Member
Join Date: Oct 2004
Posts: 699
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Sounds like a sweet demo.
Wouldn't similar thing be possible by rendering different lights to different sets of sub-samples? There wouldn't be evaluation of edges, but it should work decently. |
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#6 |
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Junior Member
Join Date: Jul 2008
Posts: 12
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pressing F5, F6, F7 didn't bring any visible differences
also, F8 gives a blank window using vista 32 bits, radeon 4850, latest catalyst drivers |
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#7 | |
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Crazy coder
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Quote:
Press F1 and select a multisampled mode if you haven't done so. |
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#8 | |
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Member
Join Date: Oct 2004
Posts: 699
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Quote:
MSAA would blend the results together anyway. Altough something like non-interleaved rendering might be way to go when trying to do multi-frequency stuff. |
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#9 |
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Nutella Nutellae
Join Date: Feb 2002
Location: San Francisco
Posts: 4,297
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This is AFAIK exactly what Killzone 2 does on PS3.
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[twitter] More samples, we need more samples! [Dean Calver] The opinions expressed herein are my own personal opinions and do not represent my employer's view in any way |
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#10 | |
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Crazy coder
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Quote:
Although, it addresses a different (but somewhat related) problem. The whole point of my demo was to make antialiasing work for deferred rendering. If you use the samples for different lights that wouldn't be compatible with antialiasing. But for other low-frequency stuff, like secondary lights in their case, it could be very useful. For things like fillrate bound particles systems it could also be very beneficial. According to their paper they evaluate lighting for both MSAA samples and average. They did a cool trick with shadows though by using different samples offsets for the two evaluations. So they effectively got twice the number of shadow samples on non-edge pixels. The cost is constant, but edge pixels would get half the quality, but that's something I would imagine you wouldn't notice even if you looked for it. |
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