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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Replying to @SebAaltonen
I think we all are moving on to Visibility-Based approaches now. Deferred is too memory bandwidth intense ... so no reason to look back :-)
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Replying to @wolfgangengel @SebAaltonen
Yeah that was a great presentation. Big influence on me too.Blew my mind at the time. Slides are here (For anyone who hasnt paid ACM :-) ) https://www.slideshare.net/kyruie/geg2-4-screenspace-classification-for-efficient-deferred-shading … (And yep, no reason visibility buffers should mean you can't classify!)
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I wonder who came up with this. That paper is from '10. We shipped this in '08 and I got the idea from the Phyre guys, maybe Matt Swoboda? Maybe
@dickyjimforster knows.3 replies 0 retweets 2 likes -
Replying to @TobiasBerghoff @selfresonating and
We shipped Trials HD with tiled deferred in 2009 (Xbox 360). 60 fps. It had some tile classification optimizations, but classification was made on CPU side, so it didn't take account stuff like conservative shadow tests. Our lighting shader permutations took 10 mins to compile :)
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Replying to @SebAaltonen @TobiasBerghoff and
@JBrooksBSI first implemented a tiled deferred system back around '03 or so, on (I think) a PS2 of all things. We presented it at GDC.2 replies 1 retweet 5 likes -
Replying to @richgel999 @SebAaltonen and
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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Replying to @selfresonating @SebAaltonen and
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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Replying to @richgel999 @selfresonating and
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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