AMD code submission Unreal engine
Tessellation
- Displacement mapping with flat tessellation
- require a height map
- generate high-quality bumpy surface
-PN-triangle tessellation
- No displacement map required
- Phong tessellation
- No-extra displacement required
- produce mush better performance, similar to PN, not smooth as PN totally
UE3 support flat, PN tessellation, add AMD phong.
Tessellation is not free
- use with caution it can impact performance
- adaptive tessellation requirement
Backface culling - set tessellation factor to 0 on back-facing
View frustum culling
Orientation-Adapticve tessellation
- only silhouette
Multi-Monitor
Vertex-shader based DOF
- DX11 only
-UE3 Bokeh DOF use two-layer
Boken DOF - impacts of performance
Move to VS
- DX9 support
VertexIDs
- DX11 use system-generated vetex IDs(SV_VertexID)
DX9
- Generate a vertex buffer with vertex ID
- ??
- a new vertex buffer for resolution changed
- multi view port to one target ( foreground DOF viewport, background DOF viewport)
-clip() in pixel shader view port clipping
- Use triangle reduce vertex processing
- triangle not be a good sol. for big Boken shapes
Post-process FSAA
- MSAA doesn't work for deferred-shading with DX9
- MSAA is expensive with deferred shading , performance and memory
FXAA
- single pass post processing
- no extra render pass
MSAA
- three pass
- two RT
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