【笔记】【GAMES202】A Glimpse of Industrial Solutions

A Glimpse of Industrial Solutions

Anti-aliasing

Temporal Anti-Aliasing(TAA)

  • Why aliasing

    • 光栅化中逐像素采样率不足
    • 因此,终极解决方案是使用更多样本
  • TAA

    • 复用上一帧的样本
    • Almost exactly the same as in RTRT
  • Notes on AA

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Temporal Super Resolution

  • Super resolution(super sampling)
    • Literal understanding: increasing resolution
    • Source 1(DLSS 1.0): out of nowhere/completely guessed
    • Source 2(DLSS 2.0): from temporal information
    • Key idea of DLSS 2.0
      • TAA-like application
      • Temporally reuse samples to increase resolution

Super sampling and DLSS

  • DLSS2.0 Main Problem
    • Upon temporal failure, clamping is no longer an option
    • Because we need a clear value for each smaller pixel
    • Key is how to use temporal info smarter than clamping

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Deferred Shading

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Tiled Shading

  • Improvement: tiled shading
    • subdivide the screen into tiles
  • Key observation
    • Not all lights can illuminate a specific tile
    • Mostly due to the square falloff with distance

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Clustered Shading

除了屏幕空间的分块,还要在深度上分割

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LoD solutions

  • Choosing the right lod to use can save computation
  • The use of multiple lod
    • Called “Cascaded” by the RTR industry
  • EX:
    • Cascaded shadow maps
    • Cascaded LPV

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  • Key challenge
    • Transition between different Levels
    • Usually need some ==overlapping and blending== near boundaries
  • Another Example: Geometric LOD
    • 生成一套不同三角面数的简化的模型
    • 基于相机距离选择合适的物体(or part of obj, s.t. no triangle will be larger than a pixel)
    • Popping artifacts(突然出现)——leave it to TAA
    • Nanite in UE5(动态选取Lod)
    • Technical difficulties
      • 不同的部位使用不同层级,如何处理接缝cracks?
      • 动态加载(load)和调度(schedule)不同层级,如何最好地利用缓存(cache)和带宽(bandwidth)?
      • Representing geometry using triangles or geometry textures(几何纹理)
      • Clipping and culling for faster performance

GI Solutions

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Uncovered Topic

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