This paper https://dl.acm.org/citation.cfm?id=1837046 … was so much ahead of its time. Huge influence to me. Most tiled deferred pipelines still are lacking many of the nice things presented in this SIGGRAPH 2010 paper.
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Ah, I think I remember that. Was that the presentation where you guys wanted to do a course, but you were told to fit it into an hour instead?
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Yea, that was the one. We condensed years of deferred R&D (starting with "Shrek" for the original Xbox) into like 1 hour.
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Rich, you were also doing pioneering early-PBR shaders on XBox: 1) Conservation-of-energy specular 2) Linear light accumulation 3) Gamma-corrected sRGB textures & render target The two of us were doing insanely optimized engines on the XBox & PS2 consoles.
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Yup - "Shrek" had to fudge a bunch of stuff because the GPU was so limited. Once better GPU's became available we were able to do these things.
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Tiled classifier on PS2? That's really cool.
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I also did HDTV 720p and 1080i resolutions on PS2 by using VRAM as a row-buffer and racing the beam, Atari 2600-style.
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PS2 tile-deferred engine rasterized on GS & shaded pixels on 3x CPU cores (MIPS+VU0+VU1) in 4-vec SIMD. Peak perf = 7200 MFLOPS (3 cores * 300 Mhz * 4 vec * 2 madd) circa 2003. PS2 engine also had GS-decompressed textures (~DXT1) which helped inspire Rich's later Crunch tech.
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After Shrek shipped, I spent some time researching various deferred approaches on the best available (sometimes prototype) SM2 hardware. In '02 I developed a multi-pass volumetric shadow technique that traced rays through spotlight shadow buffers. Good times!pic.twitter.com/VAguhLiwFX
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I took this tech to Ensemble Studios, and a lot of it eventually shipped in Age of Empires 3 and Halo Wars 1. Unfortunately, RTS's weren't the best vehicle to exploit effects like this.pic.twitter.com/gCN1tr5kcq
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