合集-渲染路径
摘要:目录逐像素遍历光源 or 绘制光源形状逐像素遍历光源Draw Light Volume(绘制光源形状)Tile-based Light CullingCulling 流程Injection Pass [逐 tile 收集]Injection Pass [逐光源注入] [可选]Compact Pass
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摘要:目录Importance Sampling(IS)Light BVH [2018~2019]预构建 BVH重建 BVH基于 BVH node 的 ISReal-time Stochastic Lightcuts [2020]莫顿序排序(Morton Order Softing)构建 Light Tr
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摘要:目录Deferred Texturing光栅化的 Helper Lane 开销Draw Call 更容易合批利用 V-Buffer 可以做更多事情常见的 Deferred Texturing 流程Z-prepass(砍掉)Visibility PassTile-based Material Cull
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摘要:目录前向渲染管线族Forward RenderingForward+ RenderingForward+ & Cluster-based Lighting CullingMini G-Buffer延迟渲染管线族Deferred RenderingDeferred Lighting(延迟光照)贴花渲染
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