3. Deferred Render System
● Transparency is usually solved by splittin
g the Rendering pipeline in two parts
- Render opaque
- Render transparent objects
● Lighting inconsistency problem
● Split pipelines
● Need same pipeline between opaque an
d transparence
6. Inferred lighting
● Extension of Light Pre-pass
●
Mixed resolution rendering :
G-Buffers and Lighting are done at a lower resolut
ion that the final output pass.
● Use DSF filter
●
Same lit approach
7. Inferred lighting
N D DSF
Geometry Pass: 800x450
Light Pass: 800x450
Material Pass: 1280x720, 8x MSAA
22. Dark side
● Transparents being lit at 1/4 resolution
Forward Render Inferred Render
23. Dark side
● DSF filtering is not cheap
● Incur higher base cost
●
Assign stipple patterns for 3 alpha lightin
g layers
● Complex G-buffer reading at Post image
process
● In the H/W early-Z between G-pass and
M-pass is impossible (back buffer size di
ffer)
24. Dark side
● Assign the appropriate normal ID
Different normal ID Same normal ID
each faces each faces