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Real-time lighting via Light Linked List 8/07/2014 Abdul Bezrati

Real-time lighting via Light Linked List

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Real-time lighting via Light Linked List. 8/07/2014 Abdul Bezrati. Old: Deferred Lighting. Old: Deferred Lighting. Old: Deferred Lighting. New: Light Linked List. Deferred Lighting. GBuffer r. Fill Light Buffers. Light GBuffer. Alpha. Diffuse Lighting. Specular Lighting. - PowerPoint PPT Presentation

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Page 1: Real-time lighting via Light Linked List

Real-time lighting via Light Linked List

8/07/2014

Abdul Bezrati

Page 2: Real-time lighting via Light Linked List

Old: Deferred Lighting

Page 3: Real-time lighting via Light Linked List

Old: Deferred Lighting

Page 4: Real-time lighting via Light Linked List

Old: Deferred Lighting

Page 5: Real-time lighting via Light Linked List

New: Light Linked List

Page 6: Real-time lighting via Light Linked List

Deferred Lighting

GBufferr

Fill Light Buffers

Light GBuffer

Alpha

Page 7: Real-time lighting via Light Linked List

Diffuse Lighting

Page 8: Real-time lighting via Light Linked List

Specular Lighting

Page 9: Real-time lighting via Light Linked List

New approach

• Store lights in a per-pixel linked list.

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Compressed Fragment

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Resolution

• Lower resolutions are better:– One quarter, one eighth etc…

Page 12: Real-time lighting via Light Linked List

Memory Cost

• 4 Buffers at one eighth resolution:– 2 RWByteAddressBuffer– 1 RWStructuredBuffer– 1 Depth Buffer (optional)

• Pre-allocate average 40 Lights per pixel.• Total cost:

– 900P: ~7.25 megs – 1080P: ~10.15 megs

Page 13: Real-time lighting via Light Linked List
Page 14: Real-time lighting via Light Linked List
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Insomniac EngineGBufferr

Fill Linked Listr

Light GBuffer

Custom Materials

Alpha

Page 16: Real-time lighting via Light Linked List

Insomniac EngineGBuffer

(fast path)

Fill Linked Listr

Light GBuffer

Custom Materials

Alpha

Page 17: Real-time lighting via Light Linked List
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Page 22: Real-time lighting via Light Linked List

Insomniac EngineGBufferr

Fill Linked List

Light GBuffer

Custom Materials

Alpha

Page 23: Real-time lighting via Light Linked List

Fill LLL Cost 900P

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Fill LLL Cost 1080P

Page 25: Real-time lighting via Light Linked List

LLL Depth Buffer

• Generate down-sized depth buffer.• Use conservative depth selection.• Use GatherRed.

Page 26: Real-time lighting via Light Linked List

Light Shells

Page 27: Real-time lighting via Light Linked List

LLL Shader Steps

• Software depth test.

• Acquire min and max depth.

• Allocate a LLL fragment.

Page 28: Real-time lighting via Light Linked List

LLL Depth Test

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LLL Depth Test

• Software test front faces.

Page 30: Real-time lighting via Light Linked List
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Page 32: Real-time lighting via Light Linked List

Depth Bounds

• Both depths need to come through.

• Which depth comes first?

Page 33: Real-time lighting via Light Linked List

Depth Bounds

• Bounds RWByteAddressBuffer

Pixel Pixel Pixel Pixel Pixel Pixel Pixel Pixel

Pixel Pixel Pixel Pixel Pixel Pixel Pixel Pixel

Pixel Pixel Pixel Pixel Pixel Pixel Pixel Pixel

Pixel Pixel Pixel Pixel Pixel Pixel Pixel Pixel

Pixel Pixel Pixel Pixel Pixel Pixel Pixel Pixel

Pixel Pixel Pixel Pixel Pixel Pixel Pixel Pixel

Pixel Pixel Pixel Pixel Pixel Pixel Pixel Pixel

Pixel Pixel Pixel Pixel Pixel Pixel Pixel Pixel

Page 34: Real-time lighting via Light Linked List

Depth Bounds

• Encode Depth + ID– 16 bits ID– 16 bits Depth

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Depth Bounds

• Use InterlockedExchange 

New Info

Old Info

Pixel Pixel Pixel Pixel Pixel Pixel Pixel Pixel

Pixel Pixel Pixel Pixel Pixel Pixel Pixel Pixel

Pixel Pixel Pixel Pixel Pixel Pixel Pixel Pixel

Pixel Pixel Pixel Pixel Pixel Pixel Pixel Pixel

Pixel Pixel Pixel Pixel Pixel Pixel Pixel Pixel

Pixel Pixel Pixel Pixel Pixel Pixel Pixel Pixel

Pixel Pixel Pixel Pixel Pixel Pixel Pixel Pixel

Pixel Pixel Pixel Pixel Pixel Pixel Pixel Pixel

Page 36: Real-time lighting via Light Linked List

Light Fragment Links

• Use a RWStructuredBuffer for storage:

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Allocate LLL Fragment

• Increment current count

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Track Last Entry

• StartOffset RWByteAddressBuffer:– InterlockedExachange 

New Index

Old Index

Pixel Pixel Pixel Pixel Pixel Pixel Pixel Pixel

Pixel Pixel Pixel Pixel Pixel Pixel Pixel Pixel

Pixel Pixel Pixel Pixel Pixel Pixel Pixel Pixel

Pixel Pixel Pixel Pixel Pixel Pixel Pixel Pixel

Pixel Pixel Pixel Pixel Pixel Pixel Pixel Pixel

Pixel Pixel Pixel Pixel Pixel Pixel Pixel Pixel

Pixel Pixel Pixel Pixel Pixel Pixel Pixel Pixel

Pixel Pixel Pixel Pixel Pixel Pixel Pixel Pixel

Page 39: Real-time lighting via Light Linked List

Light Fragment Encoding

• Fill the linked light fragment and store it.

Page 40: Real-time lighting via Light Linked List

Insomniac EngineGBufferr

Fill Linked Listr

Light GBuffer

Custom Materials

Alpha

Page 41: Real-time lighting via Light Linked List

Lighting the GBuffer

• Draw full-screen quad• Access the LLL• Apply the light

Page 42: Real-time lighting via Light Linked List

Accessing the SRVs

• Fetch the first linked element offset:– The first linked element is encoded in the lower

24 bits.

Page 43: Real-time lighting via Light Linked List

Light Loop

• Start the lighting loop:– An element index equal to 0xFFFFFF is invalid.

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Decoding Light Depth

• Decode the light min and max depth.• Compare the light depth.

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Access Light Info

• Fetch the full light information:

Page 46: Real-time lighting via Light Linked List

Insomniac EngineGBufferr

Fill Linked Listr

Light GBuffer

Custom Materials

Alpha

Page 47: Real-time lighting via Light Linked List

Custom Materials

• Render geometry again.• Access the LLL while rendering.

Page 48: Real-time lighting via Light Linked List

Custom Materials

Page 49: Real-time lighting via Light Linked List

Shadows?

Page 50: Real-time lighting via Light Linked List

Questions?

[email protected]