Game Development Reference
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0 sspp 2
Uniform Shading Rate
Adaptive Shading Rate
Rendered in 695 ms
Avg. shading rate 1.3 sspp
Rendered in 430 ms
Avg. shading rate 0.8 sspp
Figure 3.6. A motion blurred character rendered with eight times stochastic supersam-
pling. Deferred shading is computed using 36 ambient occlusion samples per shading
sample. The shading rate stays close to one shading sample per pixel (sspp) despite the
supersampling density (left side). We can save further 30% of the rendering time by
adaptively reducing sampling of fast-moving surfaces (right side).
samples is small (it effectively reduces the apparent noise of surfaces). The images
were rendered using four times supersampling, the stochastic sampling stage took
90 ms, and the shading with 256 VPLs took 160 ms.
Motion blur. Figure 3.6 presents an animated character, rendered with motion
blur. This example features ray-traced ambient occlusion and image-based light-
ing, using the Nvidia OptiX raytracing engine. When using hardware rasteriza-
tion, high-performance ray tracing is only possible in a deferred computational
shading pass. Here we demonstrate adaptive shading again, by reducing the
shading rate of fast-moving triangles. We scale the shading grid based on the x
and y component of the triangle motion vectors. Our results (and the reduction
of shading) can be significantly improved by using the anisotropic shading grid
of [Vaidyanathan et al. 12].
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