Rendering architecture discussion
Just a warning, this might be a lot of information to take in at once. Simply put, rendering architectures are influenced by everything.
As a followup for our meeting, you can see the few slides here.
Here are some interesting discussions:
- https://www.gamedev.net/forums/topic/424979-forward-vs-deferred-rendering/
- https://www.gamedev.net/forums/topic/637023-is-clustered-forward-shading-worth-implementing/ (discussing clustered approaches, which we can't do with VTK unless we move to OpenGL 4.3+. It still gives interesting information about the differences between deferred and forward rendering.)
- https://computergraphics.stackexchange.com/questions/146/what-is-the-performance-tradeoff-between-forward-and-deferred-rendering
Basically, this is important to talk about now because it heavily influences how shaders are structured. We can also combine architecture patterns as well.
Here are the big questions:
- (Rendering architecture decision) How much priority to place on:
- translucency?
- material variety (maybe we can list the types of materials to expect)?
- number/types of shadows?
- MSAA?
- What should our G-buffer layout be?
- What's our target hardware?
- What complexity do we want to be the baseline for shading and how physically-based do we want everything?
- http://rtgfx.com/what-is-pbr-really/?
- What options do we want for ambient occlusion? This could influence choices for lighting. It also could determine when ambient occlusion calculations occur.
@alexis-girault @sreekanth-arikatla @trudiQ @unihui @HongLi Also, I can't tag Ken, how would I do that?