Forward and Deferred Rendering - Cambridge Computer Science Talks

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  • Опубликовано: 21 ноя 2024

Комментарии • 52

  • @Lavimoe
    @Lavimoe 2 года назад +46

    "If you cannot explain something in simple terms, you don't understand it." This video really shows how deep an understanding you have on the shader topic. Thanks so much!

  • @TechDiveAVCLUB
    @TechDiveAVCLUB Год назад +11

    Can't believe such a perfect digestion of high level information into actionable mental models exist. Thank you!

  • @rtyzxc
    @rtyzxc 8 месяцев назад +25

    Can't wait for the return of MSAA and sharp graphics again!

  • @cafe_underground
    @cafe_underground 10 месяцев назад +2

    Amazing explanation, I could finally grasp the pros and cons of each technique

  • @donovan6320
    @donovan6320 2 года назад +21

    Should also mention all lighting in doom eternal is dynamic. The "pre-processing" that is being done is called clustered forward rendering, in which a culling stage reduces the lights sampled in a specific part of the scene.

    • @benmandrew
      @benmandrew  2 года назад +19

      Yep, unfortunately had to cut out clustered rendering to keep the talk focused and under half an hour. It's a very cool technique explained in the Doom Eternal graphics study by Adrian Courrèges (one of my sources at the end).

    • @donovan6320
      @donovan6320 2 года назад +4

      @@benmandrew I figured, thought I should clarify for those that are curious about the technique and "prepossessing" (technically correct but I would have just called it a culling pass, preprocessing implies a static, pre-runtime/serialised nature to which the light culling pass is not), definitely beyond my paygrade, but is really cool.

  • @jgriep
    @jgriep 2 года назад +22

    Hands down the best, most straightforward explanation of forward vs. reverse rendering I have seen!

  • @penneywang6552
    @penneywang6552 Год назад +1

    best video to explain them, from the history , hardware to gpu pipeline work , thank you. looking forward more tutorial with this way .

  • @thhm
    @thhm 10 месяцев назад +1

    Definitely still a heady topic for me, but thank you for explaining it. Specially for the emerging trends and outlook in the end, definitely interesting.

  • @anoomage
    @anoomage 5 месяцев назад +1

    Thank you so much for sharing your knowledge sir, I learned a lot from your presentation!

  • @haos4574
    @haos4574 2 года назад +4

    This is gold content, watched several videos on the topic, this is the one that actually makes me understand.

  • @soulroll-nz
    @soulroll-nz Месяц назад

    I just tried forward rendering in unreal engine with MSAA and I feel like I am born again without needing glasses, who decided it was such a great idea to go crazy with the AA smudge tools.

  • @slothsarecool
    @slothsarecool Год назад +6

    Shrek?? no way 😅 that’s great. Awesome talk, thanks

  • @StealthMacaque
    @StealthMacaque Год назад +1

    Unbelievably good explanation. I cannot thank you enough!

  • @glass1098
    @glass1098 2 года назад +3

    Thanks for the video, i had a lot of questions on the topic and this was an absolute clear explanation of the differences

  • @leeoiou7295
    @leeoiou7295 2 года назад +1

    Excellent talk. I did a little research and found out that you are just a young lad. Wish you all the best and thanks for such a great talk.

  • @egoinstart8756
    @egoinstart8756 2 года назад +1

    Excellent. Best video about this topic I've found. Thank you.

  • @schmildo
    @schmildo Год назад +1

    Thanks mate

  • @rubenhovhannisyan317
    @rubenhovhannisyan317 Год назад +1

    Thanks a lot.
    Saved a lot of time and effort.

  • @santitabnavascues8673
    @santitabnavascues8673 Год назад +3

    Is curious how everybody who illustrates a depth buffer always use the reverse depth approach, where white is closer and black is farther, more curious is that the reverse depth buffer distributes the depth precision much better than the original, 'forward' depth buffer, where closer objects have a depth close to 0 and far objects have a depth closer to 1 😊

    • @benmandrew
      @benmandrew  Год назад +6

      Correct, for those interested this is due to the non-linear perspective transformation (1/z) either combining with or cancelling out the somewhat-logarithmic distribution of points in IEEE floating point numbers. A really good explanation is on the Nvidia developer website -- developer.nvidia.com/content/depth-precision-visualized.

  • @Kalandrill
    @Kalandrill 2 года назад +2

    Thanks a lot for sharing, didn't expect a dive into the current state of things in games. It was a very pleasant surprise :)

  • @SergioWolf843
    @SergioWolf843 Год назад

    Deferred rendering has the advantage of calculating lights per block and not per pixel, decreasing the GPU overload, so it doesn’t matter how many lights cross your blocks because it won’t affect performance. If I’m not mistaken, Apple has TBDR Patents and has been using it on the iPhone since 2017.

  • @onevoltten7352
    @onevoltten7352 2 года назад +7

    Thank you! Been going back and forth between defferred and forward as it's a lot more effort using forward shading - requiring much more planning and optimising. I plan to force myself to use Forward rendering during development and commit to a much more optimised game rather than go for dynamic lighting.

    • @donovan6320
      @donovan6320 2 года назад +2

      I mean you can use forward and have a lot of dynamic lighting... Doom Eternal uses all dynamic forward lighting.

    • @vitordelima
      @vitordelima Год назад

      @@donovan6320A shader can loop over many light sources during the same rendering step, but many screen space effects are compromised if you don't use deferred.

    • @donovan6320
      @donovan6320 Год назад

      @@vitordelima You arent wrong?

    • @vitordelima
      @vitordelima Год назад

      @@donovan6320Deferred is only important if you need some extra data from each separate rendering step that isn't easily generated by forward only, but lighting can be calculated in a single step for forward nowadays.

    • @vitordelima
      @vitordelima Год назад

      @@donovan6320I found out more about it, modern hardware still supports a lot of light sources in forward mode simply by iterating over them but there are methods to improve this via something similar to culling.
      If you use a method for global illumination that is good enough, deferred or forward don't matter that much because the lighting is calculated in another rendering step.

  • @A3azel
    @A3azel Месяц назад

    Thanks for video!

  • @gideonunger7284
    @gideonunger7284 2 года назад +9

    why is forward always portrayed as lights x meshes. i have never written a forward renderer like that. just put the lights in a buffer and then send the lights affecting a mesh as indices.
    gives you 1 uniform branch for the loop but that should be fine and way faster than multiple draw calls lol

  • @MrTomyCJ
    @MrTomyCJ 4 месяца назад +1

    7:25 In webgpu, the vertex and fragment shader code is provided to the pipeline. This means that a pipeline can only execute 1 fragment shader. So to render the scene we wouldn't just have the nested loops: lights>objects, but rather materials>lights>objectsWithThisMaterial, and for each material set a different pipeline. Am I missing something here? is that pipeline-per-material, the intended way to draw the objects for this case?
    19:30 In WGSL it doesn't seem to be possible to use some samplers inside branching code. Is there a way around that?

  • @dan_perry
    @dan_perry Год назад +1

    Hmm, I thought the PowerVR/Dreamcast was the first tile based deffered renderer?

  • @zugolf4980
    @zugolf4980 Год назад

    And this is why you're at Cambridge University

  • @stephenkamenar
    @stephenkamenar 2 года назад +7

    thank you shrek

  • @charactername263
    @charactername263 7 месяцев назад

    But surely you just put your lights into a GPU buffer and then you can sample the buffer whilst drawing meshes. That makes it just M draw calls for M meshes, with sampling into the buffer for N lights which is really not any different from deferred, other than that deferred avoids redrawing fragments - but even a depth prepass on forward solves that issue.

  • @jeffg4686
    @jeffg4686 Год назад

    have you checked out the "clustered forward renderer" in bevy? Looks pretty nice. Don't know if any downsides. Says unlimited lights

  • @pwhv
    @pwhv 2 года назад +1

    very well explained, loved it

  • @carlosd562
    @carlosd562 Год назад +1

    Very good video!

  • @gordazo0
    @gordazo0 10 месяцев назад +1

    excellent

  • @SSaka77
    @SSaka77 2 года назад +1

    very useful ! thanks a lot

  • @GeorgeTsiros
    @GeorgeTsiros 3 месяца назад

    why do you repeat "moving the g-buffer" ? It doesn't need to move. It's only ever allocated once. It is written once for each frame. Once it has been written, it is read-only. I do not understand. Do we transfer its contents between RAM and VRAM frequently or something?

  • @jiayuezhu5848
    @jiayuezhu5848 2 года назад +1

    This is such a helpful video!

  • @Codec264
    @Codec264 Месяц назад

    "this will change in the near future"
    Nope, we just get games with worse and worse fps!
    Thanks for the great video

  • @chenbruce3784
    @chenbruce3784 Год назад +1

    谢谢你