延迟着色 DirectX 演示?
我读了很多关于延迟着色的文章,并想尝试深入了解它。 问题是我找不到演示延迟着色如何同时支持如此多灯光的示例 - 我找到了一个非常简单的演示,仅使用 Code Sampler 中的单个灯光和 nVidia HDR 示例,但仅此而已。
有人知道我应该去哪里获得关于如何使用照明延迟着色的良好介绍性教程(带有代码)吗? 我可以让它用一盏灯工作,但一盏灯有点太简单了(相当明显:P)。 另外,我只知道如何在延迟着色代码中制作定向光,这很无聊,但与渲染灯光的常规方式有些不同,所以我想知道是否有教程或任何我可以找到或只是阅读的内容可以帮助我弄清楚如何在延迟渲染中编写着色器和特殊效果的材料吗?
谢谢你的帮助!
I've been reading a lot about deferred shading and want to try and get into it. Problem is I can't find a sample which demonstrates how deferred shading can support so many lights simultaneously - I found one demo which was very simple with a single light in Code Sampler and an nVidia HDR sample butnothing beyond that.
Would anyone know where I should go for a good introductory tutorial (with code) on how to have deffered shading with lighting? I can make it work with one light but one light is a bit too simple (rather obviously :P). Also I only know how to make directional lights in deferred shading code and it's nice an dall but somewhat different to regular ways of rendering lights so I was wondering if there wree tutorials or anything I could find or just reading material that would help me figure out how writing shaders and special fx in deferred rendering works?
Thanks fo rany help!
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NVIDIA 的东西通常都不错:http://developer.nvidia.com/object/6800_leagues_deferred_shading.html
这里还有一个合理的 XNA 教程:http://www.ziggyware.com/readarticle .php?article_id=155
就博客而言: Wolfgang Engel 是一个好的开始,Christer Ericson 最近发布了一堆链接(在他的“赶上第 2 部分”帖子的图形部分)。
哦,G-Buffer 论文也是必读的。 不太实用,但对流程和基本原理进行了很好的回顾。
NVIDIA stuff is usually good: http://developer.nvidia.com/object/6800_leagues_deferred_shading.html
Here's a reasonable XNA tutorial as well: http://www.ziggyware.com/readarticle.php?article_id=155
In terms of blogs: Wolfgang Engel's is a good start, and Christer Ericson recently posted a bunch of links (in the Graphics section of his "Catching Up Part 2" post).
Oh, and the G-Buffer paper is required reading too. Less practical, but a good review of the process and rationale.