Chapter 12 Multipass Rendering - PowerPoint PPT Presentation

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Chapter 12 Multipass Rendering

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... increment stencil buffer if it passes depth test ... Depth of Field. Soft shadow. Multi-texture. Multi-texture. Multi-texture example. Detail modulation ... – PowerPoint PPT presentation

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Title: Chapter 12 Multipass Rendering


1
Chapter 12Multi-pass Rendering
  • Oct. 18. 2001
  • HyungSeok Kim

2
Multi-pass Rendering
  • Single-pass rendering
  • Multi-pass rendering


3
Chapter Overview
  • Image combining methods
  • Multi-pass algorithms
  • Multi-texture

4
Combining Rendered Images
  • Rendered image
  • RGB?Z pixels
  • New image current image ltgt incoming image
  • Combining method
  • Z buffer method
  • Alpha method (over)
  • Composite method (comp)

5
Combining Method
  • Blending
  • (R,G,B,?)new (R,G,B,?)source blendsource
    (R,G,B,?)dest blenddest
  • Z-buffer

6
Combining Method
  • Accumulation buffer
  • Stencil buffer

7
Multi-pass Algorithms
  • Back to front transparency
  • Traditional process for transparency
  • Render opaque object normally
  • Sort the transparent polygons
  • Render transparent polygons in back-to-front
    order

8
(No Transcript)
9
Multi-pass Algorithms
  • Back to front transparency
  • Multi-pass algorithm without sorting
  • Using two Z buffers with different functions
  • Render opaque object with Zc
  • Iterate to find furthest transparent polygons
  • Swap Z buffers, disable frame buffer
  • Draw transparent object with Zc (find furthest
    polygons,
  • Mark rendered polygons in stencil buffer
  • Disable Z buffer, enable frame buffer
  • Draw transparent object marked in stencil buffer

10
Transparent Stage
Zhigh
Zlow
Stencil buffer
Passes if Z lt Zlow Z gt Zhigh
11
Multi-pass Algorithms
  • Planar reflections Mirror
  • Rendering reflected one first
  • Rendering normal scene first
  • Render the scene (excluding the mirror)
  • Render mirror (with stencil)
  • Clear Z-buffer of mirror area
  • Render reflected scene

12
Mirror
13
Mirror
14
Multi-pass Algorithms
  • Multi-pass shadow volumes
  • Render scene with ambient light only
  • Calculate the shadow volume polygons
  • Set no write on the depth frame buffer, depth
    test on. Init stencil buffer
  • Render the shadow volume with back face culling
    increment stencil buffer if it passes depth test
  • Render the shadow volume with front face culling
    decrement stencil buffer if it passes depth
    test
  • Render the scene if the stencil buffer is zero

15
Multi-pass Algorithms
  • Multi-pass shadow volumes

16
Multi-pass Algorithms
  • Light objects
  • Render the scene
  • Invert Z-buffer test. Activate stencil test
  • Render the light object with back face culling
  • Render the light object with front face culling

17
Multi-pass Sampling
  • Sample points in multi-pass
  • Using accumulation buffer

18
Multi-pass Sampling
  • Anti-aliasing
  • Motion blur

19
Multi-pass Sampling
  • Depth of Field
  • Soft shadow

20
Multi-texture
  • Multi-texture

21
Multi-texture example
  • Detail modulation
  • View-dependent detail light maps
  • Light map bump map
  • Multi-pass alternatives
  • Multi-texture as a complete lighting model
  • Fog(Texture map (Light map) Specular map
    Environment map)
  • (Texture map Specular map) Light map

22
Multi-pass Rendering
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