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In our previous work lighting with tile local storage was shown to
be bandwidth efficient compared to traditional deferred lighting. Figure 1. “Transporter” mobile graphics demo
We explore this further by investigating performance in a
representative graphics pipeline on consumer devices. We take
existing content from the “Transporter” demo, built in a 4. Deferred virtual texturing
commercial game engine, and demonstrate how physically-based
shading, deferred lighting and order-independent transparency can Virtual texturing encodes multiple textures into a single, large,
be combined into a practical graphics pipeline. We describe a new virtual texture and uses a page table mechanism to provide a
tile local storage OpenGL ES 3.0 extension for fragment shading means of updating regions. We show how tile local storage can be
that has cross-vendor support and highlight the advances made used to implement a deferred virtual texturing system. By
from the initial draft extension. We compare the extension to deferring all texturing to a full screen resolve pass we ensure only
multiple render target framebuffer read back and an alternative visible fragments perform texture fetches, significantly reducing
approach for tile-based light culling when tile local storage is not texture bandwidth. This more unified approach to state and
available. texture handling provides further opportunities for savings on the
CPU by reducing the number of draw calls required.
3. Order-independent transparency
5. Tile local rendering pipelines
Efficient order-independent transparency (OIT) is a long standing
challenge. Traditional alpha blending requires per-fragment A uniquely expressive property of tile local storage is the
sorting to correctly render overlapping surfaces which does not persistence across draw calls and shader program changes within
admit a fixed bound on per-fragment storage. Sorted alpha the lifetime of the framebuffer. This persistence allows the results
blending is a good approximation for thin surfaces, such as glass, of a shader program to be passed to the subsequent one. We show
but overlapping surfaces can also be used to approximate how the techniques described can be combined into a single tile
volumetric effects, such as smoke. In these circumstances, sorted local rendering pipeline, eliminating main memory transfers.
alpha blending is not prescribed by the underlying model and
alternative blending operations should be considered. We create References
two variations of existing approximate OIT techniques that
enforce bounded storage [McGuire et al, 2013][Salvi et al, 2014]. MARTIN, S., BJØRGE, M., KAKARLAPUDI, S., FREDRIKSEN, J. 2013.
We show how each can be adapted to use tile local storage, Challenges with High Quality Mobile Graphics. ACM
reducing memory bandwidth and increasing performance. SIGGRAPH Mobile 2013