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What is a G-buffer?

What is a G-buffer?

The G-buffer. The G-buffer is the collective term of all textures used to store lighting-relevant data for the final lighting pass.

Is deferred rendering faster?

Deferred rendering in HDRP is faster in most scenarios, such as a Scene with various Materials and multiple local Lights. Some scenarios, like those with a single Directional Light in a Scene, can be faster in Forward rendering mode.

What are the advantages of deferred rendering?

The primary advantage of deferred rendering is that the lighting is only computed for fragments that are visible. Consider a scene with many lights: In forward rendering, each fragment requires a loop over all light sources and for each, an evaluation of the reflectance model.

Why is forward rendering better for VR?

Forward Rendering provides a faster baseline, with faster rendering passes, which may lead to better performance on VR platforms. Not only is Forward Rendering faster, it also provides better anti-aliasing options than the Deferred Renderer, which may lead to better visuals.

What is GPU culling?

GPU Culling is very basic to understand. Essentially it involves only rendering what is being seen in the player’s field of view. If an object is not in view, or about to become in view it is simply not rendered in the pipeline.

Why does MSAA not work with deferred rendering?

MSAA has always been a major drawback of deferred shading, since the geometry for lighting (in this sample, a full-screen quad) is separated from the scene geometry. Therefore we don’t get the benefit of hardware determining which pixels are edges as it does in traditional forward MSAA rendering.

What is the difference between deferred and forward rendering?

Normal shadow bias: In Forward mode, HDRP uses the geometric normal (the vertex normal) of the Material for shadow bias, and Deferred mode uses the pixel normal. This means Forward mode produces less shadow artifacts than Deferred mode.

What is visibility buffer?

Visibility buffers [Burns2013] are a flavor of deferred shading. In a way, a visibility buffer is the smallest conceivable G-buffer.

Does OpenGL automatically cull?

By default, OpenGL expects counter-clockwise winding order for triangles that are facing forwards. With backface culling enabled, triangles facing the other direction will be automatically culled. This occurs before rasterization.

What is GPU occlusion?

An occlusion query is fundamentally simple. The GPU tells us how many pixels should have ended up visible on-screen. These pixels successfully passed various tests at the end of the pipeline—such as the frustum visibility test, the scissor test, the alpha test, the stencil test, and the depth test.

Which is better Fxaa or MSAA?

The results show, as expected, that FXAA is the least resource intensive, while MSAA and TXAA cause a significant drop in average framerate over no anti-aliasing.

What is deferred anti-aliasing?

Deferred lighting and multisample antialiasing (MSAA) are powerful techniques for real-time rendering that both work by sep- arating the computation of the shading of triangles from the com- putation of how many samples they cover.