Monthly Archives: October 2014
Deferred Rendering : Transparent Materials
Implemented support for Transparent Materials using Forward+ path. Even though it’s working I am not sure to go through a whole separate Forward+ rendering pass for transparent materials is the right way to go. I am thinking to test some other algorithms like Inferred Rendering, OIT or stochastic transparency, etc.
But before that I will be testing performance of proper Deferred Rendering with fat GBuffers vs Forward+. Right know I am using 3 32 bit GBuffers for Albedo, Normal and Specular (and yes 32bit Depth Buffer). In my current implementation I am getting 650+ fps in Deferred Rendering path and 350+ fps in Forward+ with 1024 dynamic point lights in sponza scene.
Deferred Shading : Sponza Model
Here’s the sponza model rendered with 1024 dynamic point lights –
I am getting 650+ (650-900) fps in this scene depending upon how many lights are in the view and how many lights end up per tile. This is with Depth Prepass, which gave a boost of approx 150 fps in this scene.
Note – These results are without any optimizations on application side. – no frustum Culling, no sorting,data of all the lights is being updated perframe, etc.
Some more screenshots –
- Albedo
- Normals
- NumLights per tile
- Only Lights
- Final Result