![]() This can mean 3D models in your scene or even just a single full-screen quad, as is the case with post processing. Bottom left: Base color (aka albedo) in G-Buffer. Top right: World-space normals in G-Buffer. Figure: Top left: Final look of the scene, after lighting and post processes. ![]() This organization is done for convenience and to ensure proper order of execution – as some passes may need the output of a particular previous pass. They are grouped together by the function they have in the pipeline, like rendering transparent meshes or doing post processing. A pass is a set of draw calls executed on the GPU. Let’s begin with explaining what do we call a pass in the rendering pipeline. It’s also regularly updated, while videos stay unchanged since their upload. Note: Every chapter of this book is extended compared with the original video. Still, please verify the information by reading this chapter, as it contains some important errata. If you prefer a video version of this lesson, you can watch it on YouTube. ![]()
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