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#1 | |
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Junior Member
Join Date: Dec 2004
Posts: 25
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From:
http://developer.amd.com/SAMPLES/DEM...TimeDemos.aspx Quote:
I wonder if they have found a new novel way of supporting different light types in such a scheme? (The main problem with light indexed deferred rendering) I assume there will be a Siggraph/GDC presentation on this - but any speculation is welcome. |
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#2 |
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Member
Join Date: Feb 2007
Location: Irvine, CA
Posts: 432
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It does sound like light-indexed deferred rendering, or something very similar. It would be pretty easy to implement with compute shader tile calculation, or with DX11.1 logical blend operations.
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#3 |
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Member
Join Date: Jul 2005
Posts: 687
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FYI: The demo works on all DX11 Radeon cards (Cyrpess, Cayman etc..).
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#4 |
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Member
Join Date: Aug 2009
Posts: 860
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How's performance of this demo?
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#5 |
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Member
Join Date: Jul 2005
Posts: 687
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#6 |
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Member
Join Date: Jun 2008
Location: Torquay, UK
Posts: 946
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#7 |
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Member
Join Date: Aug 2009
Posts: 860
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#8 |
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Member
Join Date: Jan 2008
Posts: 463
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same here....what graphics features does HD7970 adds? pretty hard to tell these days...BUT the shaders aliasing...jaggies...textures shimmering...you know those IQ eyesores...still very prevalent even if i was running at ...1080p ..forcing 8xEQAA...morphoric AA on/off...16xAF through CCC...the chains of bridge...the greenies...the stove...the camera edges...the door handle...the dragon jaws...all breaking the illusion of "CGI-in-realtime" graphics..
i wonder will the day finally come when these go away..imho these artifacts are still a problem to reach that "CGI-in-realtime" graphics... |
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#9 |
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Specious Misanthrope
Join Date: May 2003
Location: Treading Water
Posts: 7,651
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#10 | |
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Senior Member
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Quote:
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#11 |
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Junior Member
Join Date: Dec 2004
Posts: 25
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So how does the real demo compare to the 1080p video posted - I can't run the demo and was quite impressed by the video. (or perhaps I am less sensitive to these artifacts)
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#12 | |
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Member
Join Date: Jan 2008
Posts: 463
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Quote:
Looks worse man...visible aliasing clearly distracted me..video could pass of as old CGI... |
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#13 | |
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Naughty Boy!
Join Date: Jul 2008
Posts: 2,253
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Quote:
(I'm not sure it works on DX11 though, so sorry if that was too stupid.) |
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#14 |
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Senior Member
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Watch a PIxar movie and find out.
Implement a REYES pipeline as well, along with DX11. Making DX microtriangle friendly would be a start. |
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#15 |
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Member
Join Date: Aug 2005
Posts: 278
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Will it be a REYES type system or some form of pathtracing that makes it into a marketable game first? Seems like with the brigade 2 engine we already have an unbiased pathtracing game with no aliasing; but tons of noise. The noise will get better with future hardware and algorithms.
http://igad.nhtv.nl/~bikker/ Last edited by CNCAddict; 30-Jan-2012 at 02:51. |
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#16 | |
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Senior Member
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No idea, and probably neither with ff hw. But I'd rather have REYES first.
Quote:
http://www.beyond3d.com/content/articles/94/ |
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#17 |
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Senior Member
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#18 | |
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Member
Join Date: Oct 2004
Posts: 719
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Quote:
It's quite cheap in REYES as you basically supersample a solid/goraud colored polygon patches. (REYES calculates all shaders into colors on micro polygons/vertexes before it actually renders the image.) http://www.renderman.org/RMR/st/PRMa..._In_PRMan.html For shader aliasing the preferred cure is to fix the shader itself. (supersampling, LoD, prefiltering and so on.) |
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#19 | |
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AndyTX
Join Date: May 2004
Location: British Columbia, Canada
Posts: 1,885
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Move this from the other thread as it fits more naturally with the discussion here:
Quote:
Honestly the "differences" between deferred and forward are not worth discussing these days. It's a big grey area of application-dependent performance considerations. Even generalizations like "forward can do more complex materials" or "deferred can do more lights" are simply incorrect. I guess it's normal for the media discussion to lag the technology by 3-5 years, but it's somewhat tiresome. The interesting discussion today has nothing to do with lighting or G-buffers or anything else, but rather the shading efficiency of the immediate-mode 3D pipeline, particularly for small triangles and with varying AA techniques (MSAA, SSAA, surface-based deferred AA). That's the most interesting thing about "rescheduling" computation in image space using compute shaders, not that you can save some memory bandwidth by storing the light lists in local memory vs. VRAM or anything else that can be decided by a simple performance test. Neat demo though. I wish they had used LEAN mapping or something to get rid of the specular shimmering, but otherwise it's quite clean looking.
__________________
The content of this message is my personal opinion only. Last edited by Andrew Lauritzen; 30-Jan-2012 at 20:19. |
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#20 |
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Naughty Boy!
Join Date: Jul 2008
Posts: 2,253
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So why is FXAA really out of question?
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#21 |
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AndyTX
Join Date: May 2004
Location: British Columbia, Canada
Posts: 1,885
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__________________
The content of this message is my personal opinion only. |
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#22 | |
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Naughty Boy!
Join Date: Jul 2008
Posts: 2,253
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To solve gongo's complaints:
Quote:
I've been using FXAA in some games and it seems to do a very good job at reducing the jaggies from shaded surfaces and shimmering textures... |
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#23 | |
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AndyTX
Join Date: May 2004
Location: British Columbia, Canada
Posts: 1,885
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Quote:
People need to stop asking about hardware "features" these days. More relevant, we just need more performance to use better data structures and algorithms to solve the issues. 7970 delivers pretty decently on that in my limited experience. It certainly enables you to do stuff like use LEAN mapping (with its fairly large increase in texture footprint for instance) on most/all surfaces without being too worried about tanking your frame-rate. It's a very fast card.
__________________
The content of this message is my personal opinion only. |
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#24 | |
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Junior Member
Join Date: Nov 2011
Posts: 16
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Quote:
But further research does indeed need to go into a more "root cause" solution. Post process AA probably doesn't have much more in the way to offer in terms of visual quality than what's already out. Further, there is one last thing in terms of hardware features that I'd say most people would like to see, or two things really. Eliminating the messy API stuff, if somehow possible. And much better hardware texture compression. Block compression is very nice, but can still be improved, better quality/less bits means more available ram for everyone without console manufacturers or consumers having to pony up more dough. A win for everyone really. |
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#25 |
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Junior Member
Join Date: Nov 2011
Posts: 16
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As for the demo, I don't really see the benefit to this for a next gen renderer. I suppose I can see that if you've got the tiled lightlist for deffered shading anyway, you've got the framework/etc. you could re-use for forward rendering transparency. But forward rendering the entire thing doesn't really seem beneficial. Even if you want to do msaa, there's already a nice production ready technique/paper out on reducing the cost for msaa and deffered shading.
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