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Re: Papers about Rendering Techniques [Re: Kartoffel] #412501
11/27/12 23:24
11/27/12 23:24
Joined: Mar 2006
Posts: 2,252
Hummel Offline
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Hummel  Offline
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Technically there is no distinction between "post-processing shaders" and "object shaders". And even on a conceptual base this distinction can be obstructive.

Re: Papers about Rendering Techniques [Re: Hummel] #412502
11/27/12 23:55
11/27/12 23:55
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline OP
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HeelX  Offline OP
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H

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Posts: 6,904
Hmm, with object-shaders I mean shaders which are run for each pixel drawn of an object, like a common normalmapping shader. For this case, it could be that the same pixel gets attribution from more than one object, if the objects cover that very pixel, but have different depths. With post-processing shaders I meant shaders that work on a G-Buffer or general screen-space bitmaps (like the already rendered image) and are not driven by the actual scene geometry.

Last edited by HeelX; 11/27/12 23:56.
Re: Papers about Rendering Techniques [Re: HeelX] #412503
11/28/12 00:33
11/28/12 00:33
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Hummel Offline
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Hummel  Offline
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But that's the point: shaders always work with geometry ("run[s] for each pixel drawn of an object") and never directly on a bitmap buffer. How would you f.i. categorize the light accumulation pass of a light pre-pass/deferred renderer, where you render bounding geometry (probably low-poly spheres) for your lights and project your G-Buffer content on it to do the lighting calculations in screen-space?
What you call a "post-processing effect" is not more than rendering a full-screen quad and projecting some buffer content and it. But you can achieve the very same effect with arbitrary geometry f.i. bounding geometry to mask certain parts of the scene.
I don't say that it is essentially wrong to speak of "pp-effects", but as a not-so-experienced graphics programmer this distinction can easily lead to wrong assumptions about how a described multi-pass technique actually works. wink

Re: Papers about Rendering Techniques [Re: Hummel] #413694
12/16/12 12:54
12/16/12 12:54
Joined: Jun 2004
Posts: 655
to your left
BoH_Havoc Offline
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Posts: 655
to your left
Just stumbled over this

http://www.dissidentlogic.com/images/NormalOffsetShadows/GDC_Poster_NormalOffset.png
main site: http://www.dissidentlogic.com/#Normal Offset GDC Materials

Pretty awesome technique to get rid of shadow acne!
Needs a little extra work for a deferred environment though, as you can't really use the "high quality" normalmapped normals from the gbuffer

Works out of the box in forward shading though and is a nice improvement to A8's PSSM shadows. laugh

Last edited by BoH_Havoc; 12/16/12 14:48.

Shade-C EVO Lite-C Shader Framework
Re: Papers about Rendering Techniques [Re: BoH_Havoc] #413742
12/17/12 08:34
12/17/12 08:34
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Budapest
would be fine for A8 as its pssm shadows are so ugly in several cases, especially when camera is used freely... and in anther engine I got so smooth and fast ones together with deferred rendering...


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Re: Papers about Rendering Techniques [Re: sivan] #413782
12/17/12 20:27
12/17/12 20:27
Joined: Mar 2006
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Hummel Offline
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Hummel  Offline
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Argh, there you are you nasty litte poster! :\
Anyway, thx for posting. Btw, I've updated my post too in the meantime.

Re: Papers about Rendering Techniques [Re: Hummel] #415787
01/23/13 18:30
01/23/13 18:30
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Hummel Offline
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Hummel  Offline
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more stuff

Re: Papers about Rendering Techniques [Re: Hummel] #415790
01/23/13 19:16
01/23/13 19:16
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
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MasterQ32  Offline
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thanks!


Visit my site: www.masterq32.de
Re: Papers about Rendering Techniques [Re: MasterQ32] #418332
02/23/13 21:17
02/23/13 21:17
Joined: Mar 2006
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Hummel Offline
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Hummel  Offline
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update time

Re: Papers about Rendering Techniques [Re: Hummel] #418336
02/23/13 22:06
02/23/13 22:06
Joined: Jan 2002
Posts: 4,225
Germany / Essen
Uhrwerk Offline
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Uhrwerk  Offline
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Thank you. This list is awesome!


Always learn from history, to be sure you make the same mistakes again...
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