Deferred lighting separate lighting rendering and make lighting a completely image-space technique. This is very different the forward rendering. At first as the limitation of the hardware, we could make per-object lit by max number of 8 lights at one time, everything (light source setting, materials, texture) must be set up by the render states before rendering; As the hardware become more powerful, we could do additive lighting, one light one pass, all lighting will be blend together. It seems no max number of light source here. If we put too much lighting calculation in the pxiel shader, the situation will become worse. Because of z-test, a lots of pixels that do the lighting calculation need to be discard.  But this will be become the advantages of deferred lighting.

In deferred lighting, lights major cast is based on the screen area coverd; all lighting is per-pixel and all surface are lit equally (every objects will use the same light equation); light allows fast hardware Z-Reject. At the other hand, some disadvantages comes along: large frame-buffer size required; At some situation will become high fill-rate (a lots of lights do full screen lighting); It is difficult to support multiple light equation; It is very hard to handle transparncy objects; And hig hardward specification.

Deferred lighting could be adapted to photo-realistic rendering, that could achive very complex visual effects and very high visual quality than the tranditional forward rendering. At the same time, keep the frame rate still high. This the main reason why some latest TV or video games vastly using it.

 

G-Buffers

The key point of the deferred lighting is the G-Buffers or the image contents. What kind of parameters we should save for geometries in it depends on our light equation. For example, if we do direct lighting with Phong / Blinn Model,  usually we need diffuse color, normal, position, diffuse coefficient, specular color, specular coefficient and so on.  Choosing of lighting parameters depends on you, you could even ignore and discard some of them. You could discard the specular part, and do not use a dedicated buffer to save the surface position but just save the depth buffer (the postion could be restored by the screen space depth value)(There is such a HDR Deferred rendering sample on the Nvidia site). Here is a comparsion between two implements that I download beyond3D and Nvidia[HDR Deferred Shading]. 
 
After G-buffers created, the light contribution will be calculated and saved into the light buffer. Sometimes, the final result value may beyond 1, you could ignore it and saturate the result with the hardware support or use a high dynamic range buffer to hold it. If you consider to use a HDR buffer, you should find some way to make those HDR display correctly on the LDR monitor. Here comes the tone mapping. 

 

High Dynamic Range (HDR) 
Sometimes, using HDR buffers will waste too much memory. Actually we could Encode the HDR value(RGB) and store them into LDR buffers(RGBA). A lots of encoded method could be found on the Internet. Usually, we could use RGBM or RGBE. Some weak hardware like WII perfer to use RGBM encoding, and powerful device like PS3, XBOX360 perfer to use RGBE encoding.

 

Transparency Objects 
There is no cheap solution for tranparency objects  in deferred lighting. One way may be fall-back to forward rendering after deferred lighting; Or we could do the color blend with pixel shader in the post-process phase.

 

Light Optimization 
As the deferred lighting is based on the screen space covered, so the best way to improve it is to find the minimal screen space covered. For the directional light, the full screen light shader will be used. For the volume light like point light and spot light, the convex light volume will be used to best enclosed and to find the minimal clip screen area(sphere for point light, frustum for spot light). Here we need to make sure that those light volume will not clip the near and far clip plane at the same time. Otherwise, there will be lighting hole.

Another method, we could use was use stencil buffer to accurately figure out the light screen areas.

[ZZ] RGBM and RGBE encoding for HDR的更多相关文章

  1. [ZZ] HDR the bungie way

    http://blog.csdn.net/toughbro/article/details/6755394 bufferencoding游戏float算法 bungie 06年,gamefest上的p ...

  2. paper 73 :HDR(High Dynamic Range Imaging)在摄影中指高动态范围成像

    HDR(High Dynamic Range Imaging)在摄影中指高动态范围成像.国内的教程基本语焉不详,找到一篇比较详尽的国外教程翻译出来,希望对大家有帮助.^_^ 原文地址:http://p ...

  3. Deferred Lighting

    Deferred lighting separate lighting from rendering and make lighting a completely image-space techni ...

  4. c# post get

    using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.T ...

  5. [ZZ] HDR&ToneMapping

    http://blog.csdn.net/toughbro/article/details/6745207 float游戏存储照片blogimage HDR high dynamic range. 很 ...

  6. [ZZ] Deferred Rendering and HDR

    http://www.gamedev.net/topic/496785-deferred-rendering-and-hdr/ Quote: Original post by jstrohYeah I ...

  7. HDR文件格式简介及其读写函数

    转自:http://blog.csdn.net/lqhbupt/article/details/7828827 1.HDR简介HDR的全称是High-DynamicRange(高动态范围).在此,我们 ...

  8. [ZZ] [siggraph10]color enhancement and rendering in film and game productio

    原文link:<color enhancement and rendering in film and game production> 是siggraph 2010,“Color Enh ...

  9. 那些证书相关的玩意儿(SSL,X.509,PEM,DER,CRT,CER,KEY,CSR,P12等)[zz]

    openssl dgst –sign privatekey.pem –sha1 –keyform PEM –c c:\server.pem 将文件用sha1摘要,并用privatekey.pem中的私 ...

随机推荐

  1. 队列——解密QQ号

    队列——解密QQ号 --转自啊哈磊[坐在马桶上看算法]算法4:队列——解密QQ号 新学期开始了,小哈是小哼的新同桌(小哈是个小美女哦~),小哼向小哈询问QQ号,小哈当然不会直接告诉小哼啦,原因嘛你懂的 ...

  2. Android之记住密码与自动登陆实现

    本文主要讲述了利用sharedpreference实现记住密码与自动登陆功能 根据checkbox的状态存储用户名与密码 将结果保存在自定义的application中,成为全局变量 布局文件 < ...

  3. 一个绚丽的loading动效分析与实现!

    最终效果如下 从效果上看,我们需要考虑以下几个问题: 1.叶子的随机产生: 2.叶子随着一条正余弦曲线移动: 3.叶子在移动的时候旋转,旋转方向随机,正时针或逆时针: 4.叶子遇到进度条,似乎是融合进 ...

  4. scp 指定端口

    scp -P33033 zp.tar root@111.222.123.01:/da1/web/zhaopin.shouhuobao.com #sshd的端口指定的是33033

  5. select into from 提示 Undeclared variable.....错误的解决办法 && select into from 和 insert into select 的用法和区别

    然而今天在使用 SELECT INTO FROM 备份mysql数据表的时候,运行相关 sql 语句的时候却一直返回 [Err] 1327 - Undeclared variable: ...... ...

  6. Angular中的Error: [$resource:badcfg]错误如何解决之一种

    相信这种情况很多的吧,我遇到的情况是因为在作reSource的service时,query出来的协议不对. 错误时候的代码: Version.factory("versionSrv" ...

  7. Xamarin.Android开发实践(十一)

    Xamarin.Android之使用百度地图起始篇 一.前言 如今跨平台开发层出不穷,而对于.NET而言时下最流行的当然还是 Xamarin,不仅仅能够让我们在熟悉的Vs下利用C#开发,在对原生态类库 ...

  8. Android Touch事件传递机制解析

    android系统中的每个ViewGroup的子类都具有下面三个和TouchEvent处理密切相关的方法: 1)public boolean dispatchTouchEvent(MotionEven ...

  9. 将long型转换为多少MB的方法

    Formatter.formatFileSize( this, processInfo.getMemsize()) public class DensityUtil { /** * 根据手机的分辨率从 ...

  10. 如何重启Cloudera Manager?

    为什么重启: 突然发现ClouderaManager的webui访问不了了…… 我使用netstat看了一下我的webui监听端口,发现尼玛N多CLOSE_WAIT,网上查了一下是Socket关闭有问 ...