Skip to content

GitLab

  • Projects
  • Groups
  • Snippets
  • Help
    • Loading...
  • Help
    • Help
    • Support
    • Community forum
    • Submit feedback
    • Contribute to GitLab
  • Sign in / Register
iMSTK
iMSTK
  • Project overview
    • Project overview
    • Details
    • Activity
    • Releases
  • Repository
    • Repository
    • Files
    • Commits
    • Branches
    • Tags
    • Contributors
    • Graph
    • Compare
  • Issues 46
    • Issues 46
    • List
    • Boards
    • Labels
    • Service Desk
    • Milestones
  • Merge Requests 12
    • Merge Requests 12
  • Operations
    • Operations
    • Incidents
  • Analytics
    • Analytics
    • Repository
    • Value Stream
  • Members
    • Members
  • Activity
  • Graph
  • Create a new issue
  • Commits
  • Issue Boards
Collapse sidebar
  • iMSTK
  • iMSTKiMSTK
  • Issues
  • #154

Closed
Open
Created Jul 19, 2017 by Nicholas Milef@NickMilefDeveloper

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?

To upload designs, you'll need to enable LFS and have an admin enable hashed storage. More information
Assignee
Assign to
None
Milestone
None
Assign milestone
Time tracking
None
Due date
None