Jump to content

Search the Community

Showing results for tags 'gbuffer'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Welcome to UNIGINE Forums
    • News & Announcements
    • Getting started
  • Development
    • Content Creation
    • World Design
    • Rendering
    • Animation
    • Physics, Navigation and Path Finding
    • UI Systems
    • Sound & Video
    • Editor
    • C++ Programming
    • C# Programming
    • Networking
    • Sim IG (Image Generator)
    • VR Discussions
    • General
  • Improving UNIGINE
    • Documentation
    • Feedback for UNIGINE team
    • Bug Reports
    • Unigine SDK Beta feedback
  • Community
    • Add-on Store (https://store.unigine.com/)
    • Showcase
    • Collaboration
    • Tools, Plugins, Materials & Tutorials
    • General Discussions
  • Legacy
    • UnigineScript

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Found 1 result

  1. Whole GBuffer for Fisheye

    Hi Everyone, While implementing a custom fisheye renderer I had some interesting ideas regarding screen space effects. Our fisheye rendering works similar to the panoramic rendering of Unigine: We create several images in various directions and stitch them back together. Here is an image of the Unigine panoramic rendering to give you a feeling of how the process works (I deliberately left SS effects on to make the different images visible): Since the different images are created independently, all screen space effects need to be disabled. Leaving them enabled leads to artifacts like in the image above or as discussed here: This got me thinking: Instead of just combining the final images, would it be possible to stitch together all GBuffer Textures and then do the lighting on the combined GBuffer? I think the expensive part of fisheye rendering is creating the different images, not stitching them together so maybe this approach would even increase performance since you only need one lighting pass. However, combining all GBuffer textures might outweight the improvement. And the biggest impact would be to enable some screen space effects again. I think especially things like tonemapping and bloom could work well, maybe even SSAO. Other effects would not work due to our GBuffer not being "linear" anymore so anything like SSR or SSGI would still not work I think. This would need quite some fiddeling with the rendering pipeline so before diving into this I wanted to ask Unigine: Is this something you have thought about and decided against? If so, for what reason(s)? And if not, what are your thoughts on this? Are there more problems to be expected, that I'm not thinking about? And of course: If anyone else has any thoughts on this, feel free to share them here! Kind regards
×
×
  • Create New...