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Re: Papers about Rendering Techniques
[Re: Hummel]
#412502
11/27/12 23:55
11/27/12 23:55
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Joined: Jul 2001
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HeelX
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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.
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Re: Papers about Rendering Techniques
[Re: HeelX]
#412503
11/28/12 00:33
11/28/12 00:33
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Hummel
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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.
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Re: Papers about Rendering Techniques
[Re: Hummel]
#415787
01/23/13 18:30
01/23/13 18:30
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Hummel
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Re: Papers about Rendering Techniques
[Re: MasterQ32]
#418332
02/23/13 21:17
02/23/13 21:17
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Hummel
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Re: Papers about Rendering Techniques
[Re: Hummel]
#418336
02/23/13 22:06
02/23/13 22:06
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Posts: 4,225 Germany / Essen
Uhrwerk
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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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