Multi-ple render targets Technology

Source: Internet
Author: User

First, rendering to textures is an advanced technology in d3d. On the one hand, it is very simple, on the other hand it is very powerful and can produce many special effects. For example, the luminous effect, Environment ing, shadow ing, and depth of field effects can all be achieved through it. Rendering to texture is only an extension of rendering to the surface. We only need to post-process the texture image. First, we need to create a texture and take preventive measures. In the second step, we can render the appropriate scenario to the texture we created. Then, we use this texture in the final rendering.

 

Pixelshader 3.0, which is supported by the geforce 6 series graphics chip, also supports a newer technology. We will give an additional introduction on this page. This is the multi-rendering target (MRT) technology.

This technology is used to save the data per pixel to different buffers. The advantage is that the buffer data can be used as a parameter for the photo-level illumination effect coloring device.

With the help of this method, illumination can be applied after all the geometric images are rendered, without the need for multi-step rendering. Therefore, this technique can also be called deferred shading ). Data stored on this type of surface can include location, normal, color, and material information.

Let's look at an example of a scenario where the MRT technology is used to generate a high dynamic range.


First rendering step

In the first rendering step, the developer creates three output buffers, including one color texture, one normal texture, and one depth texture.


Second rendering step

In step 2, use the normal and depth textures combined with the illumination conditions to calculate the light. Then, the scene is precisely illuminated with color textures.


Third rendering step

In the third step, the value exceeds 0 ~ A 1-range high-brightness light value is brought into the scene to calculate the Light Emitting from a pixel near a high-brightness pixel. This step produces incredible luminous effects.

First, rendering to textures is an advanced technology in d3d. On the one hand, it is very simple, on the other hand it is very powerful and can produce many special effects. For example, the luminous effect, Environment ing, shadow ing, and depth of field effects can all be achieved through it. Rendering to texture is only an extension of rendering to the surface. We only need to post-process the texture image. First, we need to create a texture and take preventive measures. In the second step, we can render the appropriate scenario to the texture we created. Then, we use this texture in the final rendering.

 

Pixelshader 3.0, which is supported by the geforce 6 series graphics chip, also supports a newer technology. We will give an additional introduction on this page. This is the multi-rendering target (MRT) technology.

This technology is used to save the data per pixel to different buffers. The advantage is that the buffer data can be used as a parameter for the photo-level illumination effect coloring device.

With the help of this method, illumination can be applied after all the geometric images are rendered, without the need for multi-step rendering. Therefore, this technique can also be called deferred shading ). Data stored on this type of surface can include location, normal, color, and material information.

Let's look at an example of a scenario where the MRT technology is used to generate a high dynamic range.


First rendering step

In the first rendering step, the developer creates three output buffers, including one color texture, one normal texture, and one depth texture.


Second rendering step

In step 2, use the normal and depth textures combined with the illumination conditions to calculate the light. Then, the scene is precisely illuminated with color textures.


Third rendering step

In the third step, the value exceeds 0 ~ A 1-range high-brightness light value is brought into the scene to calculate the Light Emitting from a pixel near a high-brightness pixel. This step produces incredible luminous effects.

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