www.gdconf.com/archives/2004/pritchard_matt.ppt
Deferred Shading
PS2: Bunny Demo
Object space normal maps, gloss maps
Directional lights with specular highlights
Two hemisphere area lighting
HDR accumulation, tone mapping
Benefits of Deferred on the PS2
Allows per-pixel shading on PS2!
Extensive per-pixel programmability
floating point (including divide, sqrt, random, etc)
integer
data swizzling
lookup tables
data load/store (pixel local or between pixels)
looping
branching
Unlimited shader length
Flexible shader memory use (shader program, constants, etc)
Enables high-end effects like normal mapping & per-pixel lighting
Drawbacks to Deferred on the PS2
GPU fill-rate
DMA attribute buffers from VRAM
DMA shaded pixels to VRAM
Multiple render passes needed to store per-pixel attributes
CPU performance
Based on shader length & number of pixels shaded
Focus on efficient algorithms and tight asm code
VRAM memory
Attribute buffers
Attribute textures
DRAM memory
Per-pixel attributes
Shaded pixel data
Deferred Shading
PS2: Bunny Demo
Object space normal maps, gloss maps
Directional lights with specular highlights
Two hemisphere area lighting
HDR accumulation, tone mapping
Benefits of Deferred on the PS2
Allows per-pixel shading on PS2!
Extensive per-pixel programmability
floating point (including divide, sqrt, random, etc)
integer
data swizzling
lookup tables
data load/store (pixel local or between pixels)
looping
branching
Unlimited shader length
Flexible shader memory use (shader program, constants, etc)
Enables high-end effects like normal mapping & per-pixel lighting
Drawbacks to Deferred on the PS2
GPU fill-rate
DMA attribute buffers from VRAM
DMA shaded pixels to VRAM
Multiple render passes needed to store per-pixel attributes
CPU performance
Based on shader length & number of pixels shaded
Focus on efficient algorithms and tight asm code
VRAM memory
Attribute buffers
Attribute textures
DRAM memory
Per-pixel attributes
Shaded pixel data