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renderpipeline's Introduction

Deferred Render Pipeline

Complete deferred render pipeline for panda3d (Work in progress)

Features:

Deferred rendering (obviously)
  • Still allows some objects to have forward passes
Early-Z
  • Pre-Renders depth to avoid overdraw
SSDO
  • with one bounce for indirect lighting / color bleeding
PSSM, Cloud Shadows, Large Terrain Shadows
  • complete lighting and shadows via compute shader
    • Too slow, replaced by regular fragment shaders
Atmospheric Scattering & Volumetric Fog
Multi-Hemisphere-Skybox
Lighting:
  • Point Lights

    • Either shadow casting or not
    • When shadow casting, only use 2 perspectives
      • Parabolic mapping
  • Directional Lights

    • Sun only
    • PSSM Shadows
  • Ambient Lights

    • Darken or Bright
      • Artist controlled Global Illumination
  • Projector Lights

    • Either shadow casting or not
    • Only 1 perspective
    • Projection texture
      • Can be used for flashlights for example
  • Area Lights

    • Caster is a rectangle
      • Orthographic Lens
    • Also supports projection texture
    • Maybe Cone-Mapping
Physically based shading / lighting
Precomputed HDR environment probes
  • Only in areas where reflective materials are used
    • and SSLR does not work well for the material
      • like water patches
  • Image based lighting
Dynamic reflections
  • Screen Space Local Reflections
  • For specular materials
  • Cheapest solution for reflections
Dynamic cubemaps
  • rare usage, because of performance
  • Render only 2 perspectives, parabolic mapping
  • Not updated every frame
Tone mapping (HDR)
Blur
  • Focal Blur
  • Movement Blur (edges)
  • Mipmap based + in place 4x4 kernel
    • Varying radius (DOF)
Tesselation Shader
  • Based on displacement map, or detail normals
  • Height stored in z component of normalmap
Bokeh DOF
  • In combination with blur
Approximated Chromatic Aberration

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Watchers

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