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More Performance! Five Rendering Ideas from Battlefield 3 and Need For Speed: The Run John White (NFS)Colin Barré-Brisebois (BF3) Advances in Real-Time Rendering in Games
Agenda ,[object Object]
The Techniques
Separable Bokeh Depth-of-Field
Hi-Z / Z-Cull Reverse Reload Tricks
Chroma Sub-Sampled Image Processing
Tiled-Based Deferred Shading on Xbox 360
Temporally-Stable Screen-Space Ambient Occlusion
Q&AAdvances in Real-Time Rendering in Games
Motivations ,[object Object]
5 Pillars:
Animation
Audio
Scale
Destruction
Rendering
Powers Battlefield 3 and Need For Speed: The RunAdvances in Real-Time Rendering in Games
More Info ,[object Object]
publications.dice.se
Also see Alex Ferrier’s talk on “1000 points of light” Tues, 2pm, East Building, Ballroom A/BAdvances in Real-Time Rendering in Games
Advances in Real-Time Rendering in Games
Advances in Real-Time Rendering in Games
Separable BokehDepth-of-Field Advances in Real-Time Rendering in Games
Real World Bokeh - Disc Photo Courtesy of MohsinHasan 2011 Advances in Real-Time Rendering in Games
Real World Bokeh – Pentagonal Photo Courtesy of MohsinHasan 2011 Advances in Real-Time Rendering in Games
Circle of Confusion Calculation ,[object Object]
Lens Length (derive from FOV)
F/Stop
Focal Plane
CoC is a simple MADD on the raw Z Depth [Demers04][Jones08]CoC = abs(z * CoCScale + CoCBias)  CoCScale = (A * focallength * focalplane * (zfar - znear)) / ((focalplane - focallength) * znear * zfar)  CoCBias = (A * focallength * (znear - focalplane )) / ((focalplane * focallength) * znear) Advances in Real-Time Rendering in Games
Pre Multiplied CoC ,[object Object]
Store CoC in alpha
Recover colour by doing col.rgb /= col.a
Ensure CoC always has a small number so colour can always be recoveredAdvances in Real-Time Rendering in Games
Blur Process ,[object Object]
Common in DX9 games. Cheap
2D Area samples
Limited kernel size before texture tap explosion
GS expanded Point Sprites
Heavy fill rate
CryEngine3 DX11 and Unreal Engine 3 Samaritan demoAdvances in Real-Time Rendering in Games
Gaussian vs. real world bokeh ,[object Object]
Gaussian blurs can be made separable O(N)
What 2D blurs can be made separable?
Gaussian
Box
Skewed BoxAdvances in Real-Time Rendering in Games
Other separable blurs ,[object Object],Advances in Real-Time Rendering in Games
Hexagonal Blurs ,[object Object]
Each rhombi can be computed via separable blur
7 Passes in total. 3 shapes x 2 blurs + 1 combine1 2 First Pass Second Pass 3 Advances in Real-Time Rendering in Games
Hexagonal Blurs – Pass Reduction ,[object Object]
But 7 passes and 6 blurs is not competitive
Need to reduce passes1 2 First Pass Second Pass 3 Advances in Real-Time Rendering in Games
Hexagonal Blurs – Pass Reduction 1 Pass 1 Pass 2 Pass 1   Up 	Down Left Pass 2   Down Left             + Down Right             + Down Right + Advances in Real-Time Rendering in Games
Hexagonal blurs – Pass reduction 2 Pass 2 Pass 1 + + Advances in Real-Time Rendering in Games
Hexagonal Bokeh Advances in Real-Time Rendering in Games
Hexagonal Bokeh Advances in Real-Time Rendering in Games
Hexagonal Bokeh Advances in Real-Time Rendering in Games
Hexagonal Bokeh Advances in Real-Time Rendering in Games
Hexagonal vsGaussian ,[object Object]
2 Passes with a total of 2 blurs
Hexagonal
2 Passes (3 resolves) with a total of 4 blurs
BUT each blur only needs half the taps therefore same #taps
BUT each tap contributes equally unlike Gaussian so need less taps for a given aesthetic filter kernel width!
PLUS We can improve furtherAdvances in Real-Time Rendering in Games
Iterative Refinement ,[object Object]
Multiple passes fill in the under-sampling
Dual iteration blur needs a total of 5 passes with a total of 8 half blurs.Advances in Real-Time Rendering in Games
Iterative Refinement Pass 5 Pass 1 Pass 2 Pass 3 + + Pass 4 Advances in Real-Time Rendering in Games
Pseudo Scatter filter ,[object Object]
However pixel shaders are designed to gather they can’t scatter the results
Typical blurs default the filter kernel to the CoC of pixel
Instead, default to big CoC and reject based on the sampled texelCoCExtra method to stop bleeding artifacts and can sharpen up smooth gradients Advances in Real-Time Rendering in Games
Hi Z culling ,[object Object]
You can then draw the plane at Z depth of 0.001f
In focus pixels will be quickly rejected by Hi Z
Same for iterative refinement
Draw undersample pass at higher Z value, fine at small Z valueRequires an explicit copy afterwards to re-fill Advances in Real-Time Rendering in Games
Hi-Z / Z-Cull Reverse Reload Tricks Advances in Real-Time Rendering in Games
Hi-Z (1/) ,[object Object]
Stores a Low Res version of the Z buffer
Can use this to conservatively reject groups of pixels
Saves fragment shading known occluded pixelsAdvances in Real-Time Rendering in Games
Hi-Z (2/) Advances in Real-Time Rendering in Games
Hi-Z (3/) Solid Space Empty Space Advances in Real-Time Rendering in Games
Volume Rendering (1/) In Deferred Renderers it is common to reproject screen pixels back into world space Common for lights (point, spot, line) Shadow volumes Draw a convex bounding polyhedron projected in screens space In shader, reject pixels which are not in the volume bounds Advances in Real-Time Rendering in Games
Volume Rendering (2/) B A C Advances in Real-Time Rendering in Games
Reverse Hi-Z Reload (X360)  ,[object Object]
Init aliased RT to D3DHIZFUNC_GREATER_EQUAL
Draw Full screen quadNULL Pixel Shader Zfunc == Never ,[object Object]
Similar technique on Playstation3 (See DevNet)Advances in Real-Time Rendering in Games
Reverse Hi-Z (1/) Solid Space Empty Space Empty Space Solid Space Advances in Real-Time Rendering in Games
Reverse Hi-Z (2/) ,[object Object]
By rendering the backfaces of convex polyhedra, pixels beyond the faces will quickly reject

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Five Rendering Ideas from Battlefield 3 & Need For Speed: The Run

Hinweis der Redaktion

  1. Example with extreme filter kernel.Note there are some blight blobs in some of the hexagons. This is an artifact of a later pass to composite the coronal particles and not of the hexagonal blur process.
  2. Also need a half texel offset before saturate. Omitted for clarity.