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
Tiled classifier on PS2? That's really cool.
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Replying to @TobiasBerghoff @richgel999 and
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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Replying to @JBrooksBSI @TobiasBerghoff and
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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Replying to @JBrooksBSI @TobiasBerghoff and
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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