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1 | Forward+ | 2012
FORWARD+: BRINGING DEFERRED
LIGHTING TO THE NEXT LEVEL
AMD
TAKAHIRO HARADA
2 | Forward+ | 2012
DIRECT LIGHTING
§ Lighting = direct lighting + indirect lighting
–  This paper focuses direct lighting
§ For each light source, evaluate light intensity, BxDF, visibility.
§ Accumulate multiply of three terms
Light intensity, BxDF, Visibility
3 | Forward+ | 2012
REAL-TIME SOLUTION FOR RENDERING EQUATION
§ Forward rendering
–  Limit the number of lights to be evaluated
§ Pick m lights for each object
–  Limited visibility computation
§ visibility is not calculated for all the lights
4 | Forward+ | 2012
REAL-TIME SOLUTION FOR RENDERING EQUATION
§ Forward rendering
–  Limit the number of lights to be evaluated
§ Pick m lights for each object
–  Limited visibility computation
§ visibility is not calculated for all the lights
§ Deferred rendering
–  Increase the number of lights
–  Separation of light term and BxDF (shading)
5 | Forward+ | 2012
QUESTION
§ Deferred works well for GPUs on console
§ What is the rendering pipeline for today’s high end GPUs?
–  It is different from console GPUs
–  ALU/Mem ratio is higher
–  Branch penalty is smaller
6 | Forward+ | 2012
REAL-TIME SOLUTION COMPARISON
§ Forward+
§ Rendering equation
7 | Forward+ | 2012
REAL-TIME SOLUTION COMPARISON
§ Forward+
§ Rendering equation
§ Forward
§ Deferred
8 | Forward+ | 2012
FORWARD+
§ Extension of Forward rendering pipeline
–  Do not limit material usage
§ Extension of Deferred rendering pipeline
–  Keep the capability of using many lights
§ Forward+ == Forward + Light Culling
9 | Forward+ | 2012
FORWARD RENDERING PIPELINE
§ Depth prepass
–  Fills z buffer
§ Prevent overdraw for shading
§ Shading
–  Geometry is rendered
–  Pixel shader
§ Iterate through light list set for each object
§ Evaluates materials for the lights
10 | Forward+ | 2012
FORWARD+ RENDERING PIPELINE
§ Depth prepass
–  Fills z buffer
§ Prevent overdraw for shading
§ Used for pixel position reconstruction for light culling
§ Light culling
–  Culls light per tile basis
–  Input: z buffer, light buffer
–  Output: light list per tile
§ Shading
–  Geometry is rendered
–  Pixel shader
§ Iterate through light list calculated in light culling
§ Evaluates materials for the lights
1
2
3
[1,2,3][1] [2,3]
11 | Forward+ | 2012
LIGHT CULLING DETAIL
§ Implemented using compute shader
§ Gather, scatter implementation
–  Gather is simpler
–  See paper for scatter implementation
§ Gather implementation
–  Single compute shader
–  A thread group is executed per tile
–  Calculate Z extent
–  Build frustum
–  64 lights are culled in parallel
–  Overlapped light indices are accumulated in TLS
–  Export
§ One atomic add
§ Write light indices to a contiguous memory (ó Linked list)
12 | Forward+ | 2012
BENEFITS
§ Material variety
–  All the information is available in pixel shader
§ No separation of lighting and shading
§ No limitation to BRDFs
–  Improves the pixel quality
§ Smaller memory traffic compared to deferred
–  Good for low bandwidth GPUs (e.g., integrated GPUs)
–  Performance increase
13 | Forward+ | 2012
BENCHMARK 3,074 DYNAMIC LIGHTS
■ 0 lights
■ 25 lights
■ 50 lights
0	
   2	
   4	
   6	
   8	
   10	
   12	
  
Deferred	
  
Forward+	
  
Deferred	
  
Forward+	
  
Radeon	
  HD	
  
6970	
  
Radeon	
  HD	
  
7970	
  
Prepass	
  
Light	
  Processing	
  
Final	
  Shading	
  
Per frame rendering time (ms)
Forward+ v.s. Compute-based Deferred lighting
14 | Forward+ | 2012
WHY FORWARD+ FASTER?
Forward+
§ Depth prepass
–  Write: Depth buffer
Deferred
§ G prepass
–  Write: Depth buffer, Normal buffer<
0	
   2	
   4	
   6	
   8	
   10	
   12	
  
Deferred	
  
Forward+	
  
Radeon	
  HD	
  
6970	
  
Prepass	
  
Light	
  Processing	
  
Final	
  Shading	
  
15 | Forward+ | 2012
WHY FORWARD+ FASTER?
Forward+
§ Depth prepass
–  Write: Depth buffer
§ Light culling
–  Read: depth, light geometry
–  Compute: culling
–  Write: light list
Deferred
§ G prepass
–  Write: Depth buffer, Normal buffer
§ Light accumulation
–  Read: depth, normal, light geometry, light property
–  Compute: culling, lighting
–  Write: light accumulation buffer
<
<<
<
<
0	
   2	
   4	
   6	
   8	
   10	
   12	
  
Deferred	
  
Forward+	
  
Radeon	
  HD	
  
6970	
  
Prepass	
  
Light	
  Processing	
  
Final	
  Shading	
  
16 | Forward+ | 2012
WHY FORWARD+ FASTER?
Forward+
§ Depth prepass
–  Write: Depth buffer
§ Light culling
–  Read: depth, light geometry
–  Compute: culling
–  Write: light list
§ Shading
–  Read: light list, light property
–  Compute: lighting, shading
Deferred
§ G prepass
–  Write: Depth buffer, Normal buffer
§ Light accumulation
–  Read: depth, normal, light geometry, light property
–  Compute: culling, lighting
–  Write: light accumulation buffer
§ Shading
–  Read: accumulated light color
–  Compute: shading
<
<<
<
<
>
>>
0	
   2	
   4	
   6	
   8	
   10	
   12	
  
Deferred	
  
Forward+	
  
Radeon	
  HD	
  
6970	
  
Prepass	
  
Light	
  Processing	
  
Final	
  Shading	
  
17 | Forward+ | 2012
AMD LEO DEMO
§ Forward+ rendering pipeline
§ Dynamic lighting from many lights
§ Physically-based BRDFs
§ Indirect illumination by dynamic VPLs
§ AA
http://developer.amd.com/samples/demos/pages/AMDRadeonHD7900SeriesGraphicsReal-TimeDemos.aspx
18 | Forward+ | 2012
EXTENSIONS
§ Deferred has advantages too
§ Light culling can be used for deferred
–  G prepass, light culling, screen space shading
§ Forward+ can be coupled with screen space effects
–  SSAO
–  Export normal buffer at prepass
–  Fetch AO value from pixel shader for final shading
19 | Forward+ | 2012
BONUS
20 | Forward+ | 2012
REAL-TIME SOLUTION COMPARISON
§ Forward+
§ Rendering equation
§ Forward
§ Deferred
21 | Forward+ | 2012
REAL TIME SHADOWING FROM THOUSANDS OF DYNAMIC LIGHTS
§ Forward + Deferred + Ray Trace
§ Deferred = Primary ray cast result
§ Ray Trace = Visibility computation
§ Forward = Final Shading

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Forward+ (EUROGRAPHICS 2012)

  • 1. 1 | Forward+ | 2012 FORWARD+: BRINGING DEFERRED LIGHTING TO THE NEXT LEVEL AMD TAKAHIRO HARADA
  • 2. 2 | Forward+ | 2012 DIRECT LIGHTING § Lighting = direct lighting + indirect lighting –  This paper focuses direct lighting § For each light source, evaluate light intensity, BxDF, visibility. § Accumulate multiply of three terms Light intensity, BxDF, Visibility
  • 3. 3 | Forward+ | 2012 REAL-TIME SOLUTION FOR RENDERING EQUATION § Forward rendering –  Limit the number of lights to be evaluated § Pick m lights for each object –  Limited visibility computation § visibility is not calculated for all the lights
  • 4. 4 | Forward+ | 2012 REAL-TIME SOLUTION FOR RENDERING EQUATION § Forward rendering –  Limit the number of lights to be evaluated § Pick m lights for each object –  Limited visibility computation § visibility is not calculated for all the lights § Deferred rendering –  Increase the number of lights –  Separation of light term and BxDF (shading)
  • 5. 5 | Forward+ | 2012 QUESTION § Deferred works well for GPUs on console § What is the rendering pipeline for today’s high end GPUs? –  It is different from console GPUs –  ALU/Mem ratio is higher –  Branch penalty is smaller
  • 6. 6 | Forward+ | 2012 REAL-TIME SOLUTION COMPARISON § Forward+ § Rendering equation
  • 7. 7 | Forward+ | 2012 REAL-TIME SOLUTION COMPARISON § Forward+ § Rendering equation § Forward § Deferred
  • 8. 8 | Forward+ | 2012 FORWARD+ § Extension of Forward rendering pipeline –  Do not limit material usage § Extension of Deferred rendering pipeline –  Keep the capability of using many lights § Forward+ == Forward + Light Culling
  • 9. 9 | Forward+ | 2012 FORWARD RENDERING PIPELINE § Depth prepass –  Fills z buffer § Prevent overdraw for shading § Shading –  Geometry is rendered –  Pixel shader § Iterate through light list set for each object § Evaluates materials for the lights
  • 10. 10 | Forward+ | 2012 FORWARD+ RENDERING PIPELINE § Depth prepass –  Fills z buffer § Prevent overdraw for shading § Used for pixel position reconstruction for light culling § Light culling –  Culls light per tile basis –  Input: z buffer, light buffer –  Output: light list per tile § Shading –  Geometry is rendered –  Pixel shader § Iterate through light list calculated in light culling § Evaluates materials for the lights 1 2 3 [1,2,3][1] [2,3]
  • 11. 11 | Forward+ | 2012 LIGHT CULLING DETAIL § Implemented using compute shader § Gather, scatter implementation –  Gather is simpler –  See paper for scatter implementation § Gather implementation –  Single compute shader –  A thread group is executed per tile –  Calculate Z extent –  Build frustum –  64 lights are culled in parallel –  Overlapped light indices are accumulated in TLS –  Export § One atomic add § Write light indices to a contiguous memory (ó Linked list)
  • 12. 12 | Forward+ | 2012 BENEFITS § Material variety –  All the information is available in pixel shader § No separation of lighting and shading § No limitation to BRDFs –  Improves the pixel quality § Smaller memory traffic compared to deferred –  Good for low bandwidth GPUs (e.g., integrated GPUs) –  Performance increase
  • 13. 13 | Forward+ | 2012 BENCHMARK 3,074 DYNAMIC LIGHTS ■ 0 lights ■ 25 lights ■ 50 lights 0   2   4   6   8   10   12   Deferred   Forward+   Deferred   Forward+   Radeon  HD   6970   Radeon  HD   7970   Prepass   Light  Processing   Final  Shading   Per frame rendering time (ms) Forward+ v.s. Compute-based Deferred lighting
  • 14. 14 | Forward+ | 2012 WHY FORWARD+ FASTER? Forward+ § Depth prepass –  Write: Depth buffer Deferred § G prepass –  Write: Depth buffer, Normal buffer< 0   2   4   6   8   10   12   Deferred   Forward+   Radeon  HD   6970   Prepass   Light  Processing   Final  Shading  
  • 15. 15 | Forward+ | 2012 WHY FORWARD+ FASTER? Forward+ § Depth prepass –  Write: Depth buffer § Light culling –  Read: depth, light geometry –  Compute: culling –  Write: light list Deferred § G prepass –  Write: Depth buffer, Normal buffer § Light accumulation –  Read: depth, normal, light geometry, light property –  Compute: culling, lighting –  Write: light accumulation buffer < << < < 0   2   4   6   8   10   12   Deferred   Forward+   Radeon  HD   6970   Prepass   Light  Processing   Final  Shading  
  • 16. 16 | Forward+ | 2012 WHY FORWARD+ FASTER? Forward+ § Depth prepass –  Write: Depth buffer § Light culling –  Read: depth, light geometry –  Compute: culling –  Write: light list § Shading –  Read: light list, light property –  Compute: lighting, shading Deferred § G prepass –  Write: Depth buffer, Normal buffer § Light accumulation –  Read: depth, normal, light geometry, light property –  Compute: culling, lighting –  Write: light accumulation buffer § Shading –  Read: accumulated light color –  Compute: shading < << < < > >> 0   2   4   6   8   10   12   Deferred   Forward+   Radeon  HD   6970   Prepass   Light  Processing   Final  Shading  
  • 17. 17 | Forward+ | 2012 AMD LEO DEMO § Forward+ rendering pipeline § Dynamic lighting from many lights § Physically-based BRDFs § Indirect illumination by dynamic VPLs § AA http://developer.amd.com/samples/demos/pages/AMDRadeonHD7900SeriesGraphicsReal-TimeDemos.aspx
  • 18. 18 | Forward+ | 2012 EXTENSIONS § Deferred has advantages too § Light culling can be used for deferred –  G prepass, light culling, screen space shading § Forward+ can be coupled with screen space effects –  SSAO –  Export normal buffer at prepass –  Fetch AO value from pixel shader for final shading
  • 19. 19 | Forward+ | 2012 BONUS
  • 20. 20 | Forward+ | 2012 REAL-TIME SOLUTION COMPARISON § Forward+ § Rendering equation § Forward § Deferred
  • 21. 21 | Forward+ | 2012 REAL TIME SHADOWING FROM THOUSANDS OF DYNAMIC LIGHTS § Forward + Deferred + Ray Trace § Deferred = Primary ray cast result § Ray Trace = Visibility computation § Forward = Final Shading