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More Performance!Five Rendering Ideas from Battlefield 3 and Need For Speed: The RunJohn White (NFS)Colin Barré-Brisebois (BF3)Advances in Real-Time Rendering in Games
AgendaMotivations
The Techniques
Separable Bokeh Depth-of-Field
Hi-Z / Z-Cull Reverse Reload Tricks
Chroma Sub-Sampled Image Processing
Tiled-Based Deferred Shading on Xbox 360
Temporally-Stable Screen-Space Ambient Occlusion
Q&AAdvances in Real-Time Rendering in Games
MotivationsFrostbite 2 is DICE’s Next-Generation Engine for Current Generation Platforms
5 Pillars:
Animation
Audio
Scale
Destruction
Rendering
Powers Battlefield 3 and Need For Speed: The RunAdvances in Real-Time Rendering in Games
More InfoLots of FB2 papers on DICE website
publications.dice.se
Also see Alex Ferrier’s talk on “1000 points of light” Tues, 2pm, East Building, Ballroom A/BAdvances in Real-Time Rendering in Games
Advances in Real-Time Rendering in Games
Advances in Real-Time Rendering in Games
Separable BokehDepth-of-FieldAdvances in Real-Time Rendering in Games
Real World Bokeh - DiscPhoto Courtesy of MohsinHasan 2011Advances in Real-Time Rendering in Games
Real World Bokeh – PentagonalPhoto Courtesy of MohsinHasan 2011Advances in Real-Time Rendering in Games
Circle of Confusion CalculationCalc per pixel CoC from real world camera parameters
Lens Length (derive from FOV)
F/Stop
Focal Plane
CoC is a simple MADD on the raw Z Depth [Demers04][Jones08]CoC = abs(z * CoCScale + CoCBias) CoCScale = (A * focallength * focalplane * (zfar - znear)) / ((focalplane - focallength) * znear * zfar) CoCBias = (A * focallength * (znear - focalplane )) / ((focalplane * focallength) * znear)Advances in Real-Time Rendering in Games
Pre Multiplied CoCFor 16-bit source pre multiply the CoC by the colour
Store CoC in alpha
Recover colour by doing col.rgb /= col.a
Ensure CoC always has a small number so colour can always be recoveredAdvances in Real-Time Rendering in Games
Blur ProcessGaussian blur
Common in DX9 games. Cheap
2D Area samples
Limited kernel size before texture tap explosion
GS expanded Point Sprites
Heavy fill rate
CryEngine3 DX11 and Unreal Engine 3 Samaritan demoAdvances in Real-Time Rendering in Games
Gaussian vs. real world bokehArbitrary blurs in image space are O(N^2)
Gaussian blurs can be made separable O(N)
What 2D blurs can be made separable?
Gaussian
Box
Skewed BoxAdvances in Real-Time Rendering in Games
Other separable blursGaussian, Box and Skewed BoxAdvances in Real-Time Rendering in Games
Hexagonal BlursDecompose a hexagon into 3 rhombi
Each rhombi can be computed via separable blur
7 Passes in total. 3 shapes x 2 blurs + 1 combine12First PassSecond Pass3Advances in Real-Time Rendering in Games
Hexagonal Blurs – Pass ReductionHexagonal blur using a separable filter
But 7 passes and 6 blurs is not competitive
Need to reduce passes12First PassSecond Pass3Advances in Real-Time Rendering in Games
Hexagonal Blurs – Pass Reduction 1Pass 1Pass 2Pass 1   Up	Down LeftPass 2   Down Left            + Down Right            + Down Right+Advances in Real-Time Rendering in Games
Hexagonal blurs – Pass reduction 2Pass 2Pass 1++Advances in Real-Time Rendering in Games
Hexagonal BokehAdvances in Real-Time Rendering in Games
Hexagonal BokehAdvances in Real-Time Rendering in Games
Hexagonal BokehAdvances in Real-Time Rendering in Games
Hexagonal BokehAdvances in Real-Time Rendering in Games
Hexagonal vsGaussianGaussian
2 Passes with a total of 2 blurs
Hexagonal
2 Passes (3 resolves) with a total of 4 blurs
BUT each blur only needs half the taps therefore same #taps
BUT each tap contributes equally unlike Gaussian so need less taps for a given aesthetic filter kernel width!
PLUS We can improve furtherAdvances in Real-Time Rendering in Games
Iterative RefinementBecause we have equal weighted blurs can use iterative refinement on the blurring [Sousa08]
Multiple passes fill in the under-sampling
Dual iteration blur needs a total of 5 passes with a total of 8 half blurs.Advances in Real-Time Rendering in Games
Iterative RefinementPass 5Pass 1Pass 2Pass 3++Pass 4Advances in Real-Time Rendering in Games
Pseudo Scatter filterProper bokeh should have its blur scattered to its neighbours
However pixel shaders are designed to gather they can’t scatter the results
Typical blurs default the filter kernel to the CoC of pixel
Instead, default to big CoC and reject based on the sampled texelCoCExtra method to stop bleeding artifacts and can sharpen up smooth gradientsAdvances in Real-Time Rendering in Games
Hi Z cullingWhen downsampling the premultipliedCoC buffer output the computed CoC as depth
You can then draw the plane at Z depth of 0.001f
In focus pixels will be quickly rejected by Hi Z
Same for iterative refinement
Draw undersample pass at higher Z value, fine at small Z valueRequires an explicit copy afterwards to re-fillAdvances in Real-Time Rendering in Games
Hi-Z / Z-Cull Reverse Reload TricksAdvances in Real-Time Rendering in Games
Hi-Z (1/)Ubiquitous on modern hardware
Stores a Low Res version of the Z buffer
Can use this to conservatively reject groups of pixels
Saves fragment shading known occluded pixelsAdvances in Real-Time Rendering in Games
Hi-Z (2/)Advances in Real-Time Rendering in Games
Hi-Z (3/)Solid SpaceEmpty SpaceAdvances in Real-Time Rendering in Games
Volume Rendering (1/)In Deferred Renderers it is common to reproject screen pixels back into world spaceCommon for lights (point, spot, line)Shadow volumesDraw a convex bounding polyhedron projected in screens spaceIn shader, reject pixels which are not in the volume boundsAdvances in Real-Time Rendering in Games
Volume Rendering (2/)BACAdvances in Real-Time Rendering in Games
Reverse Hi-Z Reload (X360) Alias a Render Target on existing depth buffer
Init aliased RT to D3DHIZFUNC_GREATER_EQUAL
Draw Full screen quadNULL Pixel ShaderZfunc == NeverHi-Z is now primed in reverse
Similar technique on Playstation3 (See DevNet)Advances in Real-Time Rendering in Games
Reverse Hi-Z (1/)Solid SpaceEmpty SpaceEmpty SpaceSolid SpaceAdvances in Real-Time Rendering in Games
Reverse Hi-Z (2/)The GPU will now cull fragments if they are closer than the value in the depth buffer
By rendering the backfaces of convex polyhedra, pixels beyond the faces will quickly reject

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Five Rendering Ideas from Battlefield 3 & Need For Speed: The Run

Editor's Notes

  • #23: Example with extreme filter kernel.Note there are some blight blobs in some of the hexagons. This is an artifact of a later pass to composite the coronal particles and not of the hexagonal blur process.
  • #62: Also need a half texel offset before saturate. Omitted for clarity.