ycliper

Популярное

Музыка Кино и Анимация Автомобили Животные Спорт Путешествия Игры Юмор

Интересные видео

2025 Сериалы Трейлеры Новости Как сделать Видеоуроки Diy своими руками

Топ запросов

смотреть а4 schoolboy runaway турецкий сериал смотреть мультфильмы эдисон
Скачать

Variable Rate Compute Shaders - Halving Deferred Lighting Time

Автор: Microsoft Game Dev

Загружено: 2022-02-22

Просмотров: 6549

Описание: Martin Fuller from Microsoft’s Advanced Technology Group will show you how and when to use VRS in your game development process to speed up your deferred lighting calculations.

This talk details a new technique for selectively reducing the frequency of deferred or post processing calculations in different areas of the screen. This win is achieved by exploiting the duplication of values in the g-buffer produced by Variable Rate Shading. The talk begins by detailing the first version of this technology shipped in Gear5 by The Coalition. We then detail a new algorithm that can halve deferred lighting time with no visual quality loss, and may be applied to many other deferred passes. Finally we present a post process ‘de-blocking’ algorithm to remove the ‘VRS squares’ artefact as a post process.

A basic understanding of Variable Rate Shading is assumed. Viewers may wish to watch our most recent talk on VRS here:    • Variable Rate Shading Update Xbox Series C...  

Registered Xbox developers can download the accompanying sample from https://www.microsoft.com/en-us/softw.... Then look under Graphics\VRSandSparseLighting.

#Microsoft #MicrosoftGameStack

Не удается загрузить Youtube-плеер. Проверьте блокировку Youtube в вашей сети.
Повторяем попытку...
Variable Rate Compute Shaders - Halving Deferred Lighting Time

Поделиться в:

Доступные форматы для скачивания:

Скачать видео

  • Информация по загрузке:

Скачать аудио

Похожие видео

Variable Rate Shading Update Xbox Series Consoles

Variable Rate Shading Update Xbox Series Consoles

Realtime Global Illumination in Enshrouded

Realtime Global Illumination in Enshrouded

How Ray Tracing (Modern CGI) Works And How To Do It 600x Faster

How Ray Tracing (Modern CGI) Works And How To Do It 600x Faster

Compute Shaders || Lou Kramer || AMD

Compute Shaders || Lou Kramer || AMD

Peering Through a Glass, Darkly at the Future of Real-Time Transparency, SIGGRAPH 2016

Peering Through a Glass, Darkly at the Future of Real-Time Transparency, SIGGRAPH 2016

Global Illumination Based on Surfels

Global Illumination Based on Surfels

Rendering Tiny Glades With Entirely Too Much Ray Marching

Rendering Tiny Glades With Entirely Too Much Ray Marching

Удар по войскам РФ / Кремль жёстко ответил НАТО

Удар по войскам РФ / Кремль жёстко ответил НАТО

Real-Time Ray Tracing |

Real-Time Ray Tracing | "RTX ON in Vulkan" | Vulkan Lecture Series Ep. 6, Real-Time Rendering Course

DirectX State of the Union: Raytracing and PIX Workflows (Presented by Microsoft)

DirectX State of the Union: Raytracing and PIX Workflows (Presented by Microsoft)

Windows Productivity Tools for Game Developers (Presented by Microsoft)

Windows Productivity Tools for Game Developers (Presented by Microsoft)

Tier 2 Variable Rate Shading in Gears

Tier 2 Variable Rate Shading in Gears

SIGGRAPH 2021:  Global Illumination Based on Surfels

SIGGRAPH 2021: Global Illumination Based on Surfels

Denoising Raytraced Soft Shadows on Xbox Series X|S and Windows with FidelityFX (Presented by AMD)​

Denoising Raytraced Soft Shadows on Xbox Series X|S and Windows with FidelityFX (Presented by AMD)​

Xbox Play Anywhere Developer Roundtable (Presented by Microsoft)

Xbox Play Anywhere Developer Roundtable (Presented by Microsoft)

AMD's Ray Tracing Research

AMD's Ray Tracing Research

Введение в кодирование шейдерной графики

Введение в кодирование шейдерной графики

Как устроена компьютерная графика? OpenGL / C++

Как устроена компьютерная графика? OpenGL / C++

I3D'24 Technical Paper: Filtering After Shading with Stochastic Texture Filtering

I3D'24 Technical Paper: Filtering After Shading with Stochastic Texture Filtering

Physics and Math of Shading | SIGGRAPH Courses

Physics and Math of Shading | SIGGRAPH Courses

© 2025 ycliper. Все права защищены.



  • Контакты
  • О нас
  • Политика конфиденциальности



Контакты для правообладателей: [email protected]