@dankbaker : https://twitter.com/dankbaker/status/559493273241137152?s=09
I find this paper a pdf to download:
http://cg.ivd.kit.edu/english/ShadingReuse.php
Oxide Games use it on PC but do you think it is useful for PS4 and Xb1. If I understand well it is good for high AA quality, high quality motion blur and high quality depth of field.
@Reedbeta Our shading is decoupled from rasterization already. Basically a real time REYES, so these are rasterization samples.
I find this paper a pdf to download:
http://cg.ivd.kit.edu/english/ShadingReuse.php
In this paper we present decoupled deferred shading: a rendering
technique based on a new data structure called compact geometry
buffer, which stores shading samples independently from the vis-
ibility. This enables caching and efficient reuse of shading com-
putation, e.g. for stochastic rasterization techniques. In contrast
to previous methods, our decoupled shading can be efficiently im-
plemented on current graphics hardware. We describe two vari-
ants which differ in the way the shading samples are cached: the
first maintains a single cache for the entire image in global mem-
ory, while the second pursues a tile-based approach leveraging local
memory of the GPU’s multiprocessors. We demonstrate the appli-
cation of decoupled deferred shading to speed up the rendering in
applications with stochastic supersampling, depth of field, and mo-
tion blur.
Oxide Games use it on PC but do you think it is useful for PS4 and Xb1. If I understand well it is good for high AA quality, high quality motion blur and high quality depth of field.
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