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Shadows & Decals:
D3D10 techniques from
      Frostbite


     Johan Andersson
     Daniel Johansson
Single-pass Stable Cascaded
Bounding Box Shadow Maps

        (SSCBBSM?!)




       Johan Andersson
Overview

    Basics
»
    Shadowmap rendering
»
    Stable shadows
»
    Scene rendering
»
    Conclusions
»



» (Q&A after 2nd part)
Cascaded Shadow Maps

                                                                                                                um
                                                                                                           frust
                                                                                                      View
                                                                          Shadow 3


                                              Shadow 2


                Shadow 1

                                                                                                             Slice
                    Slice 1                     Slice 2                     Slice 3                         without
                                                                                                            shadow
                              Split plane 1




                                                          Split plane 2




                                                                                      Split plane 3
 Near plane




                                                                                                                      Far plane
              View direction
Practical Split Scheme




From: Parallel-Split Shadow Maps on Programmable GPUs [1]


for (uint sliceIt = 0; sliceIt < sliceCount; sliceIt++)
{
    float f = float(sliceIt+1)/sliceCount;
    float logDistance = nearPlane * pow(shadowDistance/nearPlane, f);
    float uniformDistance = nearPlane + (shadowDistance - nearPlane) * f;
    splitDistances[sliceIt] = lerp(uniformDistance, logDistance, weight);
}
Traditional Shadowmap
Rendering
» Render world n times to n
  shadowmaps
                          Objects interesecting multiple slices are
                   
                          rendered multiple times




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                                                                                                                                      View




                                                                                             3
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                                                                                        do
                                                                                         a
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                                                        2
                                                        w
                                                   do
                                                    a
                                                 Sh
                      1
                   w
                 do
          a
       Sh




                                                                                                                                        Slice
                       Slice 1                              Slice 2                              Slice 3                               without 4
                                                                                                                                            Slice
                                                                                                                                       shadow
                                 Split plane 1




                                                                      Split plane 2




                                                                                                           Split plane 3
   Near plane




                                                                                                                                                    Far plane
                View direction
Traditional Shadowmap
Rendering
» More/larger objects or more slices
  = more overhead
» Both a CPU & GPU issue
       CPU: draw call / state overhead
     
      GPU: primarily extra vertices & primitives




» Want to reduce CPU overhead
       More objects
     
      More slices = higher resolution
      Longer shadow view distance
DX10 Single-pass
Shadowmap Rendering
» Single draw call outputs to multiple
  slices
       Shadowmap is a texture array
     
      Depth stencil array view with multiple slices
      Geometry shader selects output slice with
       SV_RenderTargetArrayIndex


» No CPU overhead
         With many objects intersecting multiple
     
         frustums


» Multiple implementations possible
Shadowmap texture
array view
» Creation:
  D3D10_DEPTH_STENCIL_VIEW_DESC viewDesc;
  viewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  viewDesc.ViewDimension = D3DALL_DSV_DIMENSION_TEXTURE2DARRAY;
  viewDesc.Texture2DArray.FirstArraySlice = 0;
  viewDesc.Texture2DArray.ArraySize = sliceCount;
  viewDesc.Texture2DArray.MipSlice = 0;
  device->CreateDepthStencilView(shadowmapTexture, &viewDesc, &view);




» SampleCmp only supported on 10.1
  for texture arrays
        10.0 fallback: Manual PCF-filtering
      
       Or vendor-specific APIs, ask your IHV rep.
SV_RenderTargetArrayIndex

» Geometry shader output value

» Selects which texture slice each
  primitive should be rendered to

» Available from D3D 10.0
Geometry shader cloning
#define SLICE_COUNT 4
float4x4 sliceViewProjMatrices[SLICE_COUNT];

struct GsInput
{
    float4 worldPos : SV_POSITION;
    float2 texCoord : TEXCOORD0;
};
struct PsInput
{
    float4 hPos : SV_POSITION;
    float2 texCoord : TEXCOORD0;
    uint sliceIndex : SV_RenderTargetArrayIndex;
};

[maxvertexcount(SLICE_COUNT*3)]
void main(triangle GsInput input[3],
          inout TriangleStream<PsInput> stream)
{
    for (int sliceIt = firstSlice; sliceIt != lastSlice; sliceIt++)
    {
        PsInput output;
        output.sliceIndex = sliceIt;
        for( int v = 0; v < 3; v++ )
        {
            output.hPos = mul(input[v].worldPos, sliceViewProjMatrices[sliceIt]);
            output.texCoord = input[v].texCoord;
            stream.Append(output);
        }
        stream.RestartStrip();
    }
}
Geometry shader cloning

» Benefits
         Single shadowmap draw call per object
     
         even if object intersects multiple slices


» Drawbacks
       GS data amplification can be expensive
     
      Not compatible with instancing
      Multiple GS permutations for # of slices
      Fixed max number of slices in shader
Instancing GS method
» Render multiple instances for objects
  that intersects multiple slices
         Combine with ordinary instancing that you
     
         were already doing


» Store slice index per object instance
       In vertex buffer, cbuffer or tbuffer
     
      Together with the rest of the per-instance
       values (world transform, colors, etc)


» Geometry shader only used for
  selecting output slice
Instancing geometry shader
struct GsInput
{
    float4 hPos : SV_POSITION;
    float2 texCoord : TEXCOORD0;
    uint sliceIndex : TEXCOORD1;   // from VS vbuffer or tbuffer (tbuffer faster)
};

struct PsInput
{
    float4 hPos : SV_POSITION;
    float2 texCoord : TEXCOORD0;
    uint sliceIndex : SV_RenderTargetArrayIndex;
};

[maxvertexcount(3)]
void main(triangle GsInput input[3],
          inout TriangleStream<PsInput> stream)
{
    PsInput output;
    output.sliceIndex = input[v].sliceIndex;
    output.hPos = input[v].hPos;
    output.texCoord = input[v].texCoord;
    stream.Append(output);
}
Instancing geometry shader

» Benefits
       Works together with ordinary instancing
     
      Single draw call per shadow object type!
      Arbitrary number of slices
      Fixed CPU cost for shadowmap rendering



» Drawbacks
       Increased shadowmap GPU time
     
          Radeon 4870x2: ~1% (0.7–1.3%)
          Geforce 280: ~5% (1.9–18%)
      Have to write/generate GS permutation for
       every VS output combination
Shadow Flickering

» Causes
       Lack of high-quality filtering (>2x pcf)
     
      Moving light source
      Moving player view
      Rotating player view
      Changing field-of-view




» With a few limitations, we can fix
  these for static geometry
Flickering movie
Non-flickering movie
Stabilization (1/2)
» Orthographic views
      Scene-independent
    
     Make rotationally invariant = Fixed size




                                                                                                                                           ustum
                                                                                                                                      fr
                                                                                                                                 View




                                                                                                  3
                                                                                                  w
                                                                                             do
                                                                                              a
                                                                                           Sh
                                                             2
                                                             w
                                                        do
                                                         a
                                                      Sh
                           1
                        w
                      do
               a
            Sh




                                                                                                                                 Slice
                            Slice 1                              Slice 2                              Slice 3                   without
                                                                                                                                shadow
                                      Split plane 1




                                                                           Split plane 2




                                                                                                                Split plane 3
        Near plane




                                                                                                                                                   Far plane
                     View direction
Stabilization (1/2)
» Orthographic views
      Scene-independent
    
     Make rotationally invariant = Fixed size




                                                                                                                 3
                                                                                                             ow
                                                                                                                                                    m




                                                                                                            ad
                                                                                                                                             frustu




                                                                                                        sh
                                                                                                                                        View




                                                                                                     3 le
                                                                                                      b
                                                                                                   ta
                                                                                                 Sw
                                                                         2




                                                                                                do
                                                                      ow




                                                                                                 a
                                                                    ad




                                                                                              Sh
                                                               sh
                                                                2
                                                                e
                                                             bl
                                1



                                                           aw
                                                         dto
                            ow




                                                        aS
                           ad




                                                     Sh
                          1
                        sh
                        w
                   o
                 le
                bd
              aa
            Sth




                                                                                                                                        Slice
                           Slice 1                                  Slice 2                                  Slice 3                   without
                                                                                                                                       shadow
                                     Split plane 1




                                                                              Split plane 2




                                                                                                                       Split plane 3
        Near plane




                                                                                                                                                        Far plane
                     View direction
Stabilization (2/2)

» Round light-space translation to
  even texel increments

     float f = viewSize / (float)shadowmapSize;
     translation.x = round(translation.x/f) * f;
     translation.y = round(translation.y/f) * f;




» Still flickers on FOV changes &
  light rotation
         So don’t change them 
     
Scene rendering
» Slice selection methods
          Slice plane (viewport depth)
     




                                                                                                                            m
                                                                                                                        u
                                                                                                                   frust
                                                                                                              View
                                                                                  Shadow 3


                                                      Shadow 2


                        Shadow 1

                                                                                                                     Slice
                            Slice 1                     Slice 2                     Slice 3                         without
                                                                                                                    shadow
                                      Split plane 1




                                                                  Split plane 2




                                                                                              Split plane 3
         Near plane




                                                                                                                                Far plane
                      View direction
Scene rendering
» Slice selection methods
       Slice plane (viewport depth)
     
      Bounding sphere (Killzone 2 [2])


                                                                                                                                m
                                                                                                                            u
                                                                                                                       frust
                                                                                                                  View
                                                                                       Shadow 3
                                                                                   Shadow 3

                                                      Shadow 2
                                                       Shadow 2
                         Shadow 1
                        Shadow 1

                                                                                                                         Slice
                            Slice 1                      Slice 2                     Slice 3                            without
                                                                                                                        shadow
                                      Split plane 1




                                                                   Split plane 2




                                                                                                  Split plane 3
         Near plane




                                                                                                                                    Far plane
                      View direction
Scene rendering
» Slice selection methods
       Slice plane (viewport depth)
     
      Bounding sphere (Killzone 2 [2])
      Bounding box (BFBC / Frostbite)
                                                                                                                                m
                                                                                                                            u
                                                                                                                       frust
                                                                                                                  View
                                                                                       Shadow 3
                                                                                       Shadow 3
                                                                                   Shadow 3

                                                      Shadow 2
                                                       Shadow 2
                                                       Shadow 2
                         Shadow 1
                         Shadow 1
                        Shadow 1

                                                                                                                         Slice
                            Slice 1                      Slice 2                     Slice 3                            without
                                                                                                                        shadow
                                      Split plane 1




                                                                   Split plane 2




                                                                                                  Split plane 3
         Near plane




                                                                                                                                    Far plane
                      View direction
Slice plane selection
Bounding sphere selection
Bounding box selection
Shadowmap texture
array sampling shader
float sampleShadowmapCascadedBox3Pcf2x2(
    SamplerComparisonState s,
    Texture2DArray tex,
    float4 t0,    // t0.xyz = [-0.5,+0.5]   t0.w == 0
    float4 t1,    // t1.xyz = [-0.5,+0.5]   t1.w == 1
    float4 t2)    // t2.xyz = [-0.5,+0.5]   t2.w == 2
{
    bool b0 = all(abs(t0.xyz) < 0.5f);
    bool b1 = all(abs(t1.xyz) < 0.5f);
    bool b2 = all(abs(t2.xy) < 0.5f);

    float4 t;
    t = b2 ? t2 : 0;
    t = b1 ? t1 : t;
    t = b0 ? t0 : t;
    t.xyz += 0.5f;

    float r = tex.SampleCmpLevelZero(s, t.xyw, t.z).r;
    r = (t.z < 1) ? r : 1.0;
    return r;
}
Conclusions

» Stabilization reduces flicker
         With certain limitations
     

» Bounding box slice selection
  maximizes shadowmap utilization
       Higher effective resolution
     
      Longer effective shadow view distance
      Good fit with stabilization

» Fewer draw calls by rendering to
  texture array with instancing
       Constant CPU rendering cost regardless of
     
       number of shadow casting objecs & slices
      At a small GPU cost
Decal generation using
the Geometry Shader and
       Stream Out



      Daniel Johansson
What is a Decal?
Overview

    Problem description
»
    Solution
»
    Implementation
»
    Results
»
    Future work
»

» Q & A for both parts
Problem description

» Decals were using physics collision
  meshes
       Caused major visual artifacts
     
      We need to use the actual visual meshes

» Minimize delay between impact
  and visual feedback
         Important in fast paced FPS games
     
Problem description

» Already solved on consoles using
  shared memory (Xbox360) and
  SPU jobs (PS3)
» No good solution existed for PC as
  of yet
       Duplicating meshes in CPU memory
     
      Copying to CPU via staging resource
Solution

» Use the Geometry shader to cull
  and extract decal geometry
         From mesh vertex buffers in GPU RAM
     

» Stream out the decal geometry to
  a vertex ring buffer
» Use clip planes to clip the decals
  when drawing
Solution

» Allows us to transfer UV-sets from
  the source mesh to the decal
» Takes less vertex buffer memory
  than older method
         Due to use of clipplanes instead of manual
     
         clipping
Implementation – UML
Implementation –
Geometry Shader
» GS pass ”filters” out intersecting
  geometry from the input mesh
         Also performs a number of data
     
         transforms
» GS pass parameters
         Decal transform, spawn time, position in
     
         vertex buffer etc
» Let’s take a closer look at the GS
  code!
Geometry Shader – in/output
Transform mesh geometry to world space
Setup plane equation for the triangle
Discard if angle to decal is too big
Transform triangle into decal object space
Calculate triangle bbox
Do a sphere/bbox test to discard triangle
Code break

» __asm { int 3; }
Setup decal
quad vertices
Setup clip
planes from
decal quad
edges (cookie
cutter)
Calculate
tangents and
binormals
Transform
tangents /
normals from
world to mesh
object space
Calculate
texture
coordinates
(planar
projection)
Transfer mesh
texture coords
to decal
Calculate clip
distances
Append
triangle to
output stream
Geometry Shader
Performance
» Complex GS shader - ~260
  instructions
        Room for optimization
    

» GS draw calls usually around 0.05-
  0.5 ms
        Depending on hardware of course
    

» Per frame capping/buffering used
  to avoid framerate drops
Implementation – Buffer
usage
» One decal vertex buffer used as a
  ring buffer
» One index buffer – dynamically
  updated each frame
» Decal transforms stored on the
  CPU (for proximity queries)
Implementation –
Queries
» Grouped together with each decal
  generation draw call
» Result is used to ”commit” decals
  into their decal sets or discard
  them if no triangles were written
Implementation –
Queries
» Issues
      Buffer overflows
    
     Syncronization

» No way of knowing where in the
  buffer vertices were written
        Only have NumPrimitivesWritten and
    
        PrimitiveStorageNeeded
Implementation –
Queries
» Solution: When an overflow is
  detected the buffer is wrapped
  around.
         If any decals are partially written they are
     
         discarded and redispatched.
Results
Decal movie
Skinned decal movie
Future Work

» Rewrite to make use of
  DrawAuto()
» Experiment more with material
  masking possibilites
» Port to DX11 Compute Shader
» Implement GPU-based ray/mesh
  intersection tests
» SLI/Crossfire
Questions?




                             Contact:
                    johan.andersson@dice.se
                    daniel.johansson@dice.se
igetyourfail.com
References
» [1] Zhang et al. ”Parallel-Split Shadow Maps on
  Programmable GPUsquot;. GPU Gems 3.
» [2] Valient, Michael. quot;Stable Rendering of
  Cascaded Shadow Mapsquot;. ShaderX6

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Shadows & Decals: D3D10 Techniques in Frostbite (GDC'09)

  • 1.
  • 2. Shadows & Decals: D3D10 techniques from Frostbite Johan Andersson Daniel Johansson
  • 3. Single-pass Stable Cascaded Bounding Box Shadow Maps (SSCBBSM?!) Johan Andersson
  • 4. Overview Basics » Shadowmap rendering » Stable shadows » Scene rendering » Conclusions » » (Q&A after 2nd part)
  • 5. Cascaded Shadow Maps um frust View Shadow 3 Shadow 2 Shadow 1 Slice Slice 1 Slice 2 Slice 3 without shadow Split plane 1 Split plane 2 Split plane 3 Near plane Far plane View direction
  • 6. Practical Split Scheme From: Parallel-Split Shadow Maps on Programmable GPUs [1] for (uint sliceIt = 0; sliceIt < sliceCount; sliceIt++) { float f = float(sliceIt+1)/sliceCount; float logDistance = nearPlane * pow(shadowDistance/nearPlane, f); float uniformDistance = nearPlane + (shadowDistance - nearPlane) * f; splitDistances[sliceIt] = lerp(uniformDistance, logDistance, weight); }
  • 7. Traditional Shadowmap Rendering » Render world n times to n shadowmaps Objects interesecting multiple slices are  rendered multiple times 4 w do a Sh m u frust View 3 w do a Sh 2 w do a Sh 1 w do a Sh Slice Slice 1 Slice 2 Slice 3 without 4 Slice shadow Split plane 1 Split plane 2 Split plane 3 Near plane Far plane View direction
  • 8. Traditional Shadowmap Rendering » More/larger objects or more slices = more overhead » Both a CPU & GPU issue CPU: draw call / state overhead   GPU: primarily extra vertices & primitives » Want to reduce CPU overhead More objects   More slices = higher resolution  Longer shadow view distance
  • 9. DX10 Single-pass Shadowmap Rendering » Single draw call outputs to multiple slices Shadowmap is a texture array   Depth stencil array view with multiple slices  Geometry shader selects output slice with SV_RenderTargetArrayIndex » No CPU overhead With many objects intersecting multiple  frustums » Multiple implementations possible
  • 10. Shadowmap texture array view » Creation: D3D10_DEPTH_STENCIL_VIEW_DESC viewDesc; viewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; viewDesc.ViewDimension = D3DALL_DSV_DIMENSION_TEXTURE2DARRAY; viewDesc.Texture2DArray.FirstArraySlice = 0; viewDesc.Texture2DArray.ArraySize = sliceCount; viewDesc.Texture2DArray.MipSlice = 0; device->CreateDepthStencilView(shadowmapTexture, &viewDesc, &view); » SampleCmp only supported on 10.1 for texture arrays 10.0 fallback: Manual PCF-filtering   Or vendor-specific APIs, ask your IHV rep.
  • 11. SV_RenderTargetArrayIndex » Geometry shader output value » Selects which texture slice each primitive should be rendered to » Available from D3D 10.0
  • 12. Geometry shader cloning #define SLICE_COUNT 4 float4x4 sliceViewProjMatrices[SLICE_COUNT]; struct GsInput { float4 worldPos : SV_POSITION; float2 texCoord : TEXCOORD0; }; struct PsInput { float4 hPos : SV_POSITION; float2 texCoord : TEXCOORD0; uint sliceIndex : SV_RenderTargetArrayIndex; }; [maxvertexcount(SLICE_COUNT*3)] void main(triangle GsInput input[3], inout TriangleStream<PsInput> stream) { for (int sliceIt = firstSlice; sliceIt != lastSlice; sliceIt++) { PsInput output; output.sliceIndex = sliceIt; for( int v = 0; v < 3; v++ ) { output.hPos = mul(input[v].worldPos, sliceViewProjMatrices[sliceIt]); output.texCoord = input[v].texCoord; stream.Append(output); } stream.RestartStrip(); } }
  • 13. Geometry shader cloning » Benefits Single shadowmap draw call per object  even if object intersects multiple slices » Drawbacks GS data amplification can be expensive   Not compatible with instancing  Multiple GS permutations for # of slices  Fixed max number of slices in shader
  • 14. Instancing GS method » Render multiple instances for objects that intersects multiple slices Combine with ordinary instancing that you  were already doing » Store slice index per object instance In vertex buffer, cbuffer or tbuffer   Together with the rest of the per-instance values (world transform, colors, etc) » Geometry shader only used for selecting output slice
  • 15. Instancing geometry shader struct GsInput { float4 hPos : SV_POSITION; float2 texCoord : TEXCOORD0; uint sliceIndex : TEXCOORD1; // from VS vbuffer or tbuffer (tbuffer faster) }; struct PsInput { float4 hPos : SV_POSITION; float2 texCoord : TEXCOORD0; uint sliceIndex : SV_RenderTargetArrayIndex; }; [maxvertexcount(3)] void main(triangle GsInput input[3], inout TriangleStream<PsInput> stream) { PsInput output; output.sliceIndex = input[v].sliceIndex; output.hPos = input[v].hPos; output.texCoord = input[v].texCoord; stream.Append(output); }
  • 16. Instancing geometry shader » Benefits Works together with ordinary instancing   Single draw call per shadow object type!  Arbitrary number of slices  Fixed CPU cost for shadowmap rendering » Drawbacks Increased shadowmap GPU time   Radeon 4870x2: ~1% (0.7–1.3%)  Geforce 280: ~5% (1.9–18%)  Have to write/generate GS permutation for every VS output combination
  • 17. Shadow Flickering » Causes Lack of high-quality filtering (>2x pcf)   Moving light source  Moving player view  Rotating player view  Changing field-of-view » With a few limitations, we can fix these for static geometry
  • 20. Stabilization (1/2) » Orthographic views Scene-independent   Make rotationally invariant = Fixed size ustum fr View 3 w do a Sh 2 w do a Sh 1 w do a Sh Slice Slice 1 Slice 2 Slice 3 without shadow Split plane 1 Split plane 2 Split plane 3 Near plane Far plane View direction
  • 21. Stabilization (1/2) » Orthographic views Scene-independent   Make rotationally invariant = Fixed size 3 ow m ad frustu sh View 3 le b ta Sw 2 do ow a ad Sh sh 2 e bl 1 aw dto ow aS ad Sh 1 sh w o le bd aa Sth Slice Slice 1 Slice 2 Slice 3 without shadow Split plane 1 Split plane 2 Split plane 3 Near plane Far plane View direction
  • 22. Stabilization (2/2) » Round light-space translation to even texel increments float f = viewSize / (float)shadowmapSize; translation.x = round(translation.x/f) * f; translation.y = round(translation.y/f) * f; » Still flickers on FOV changes & light rotation So don’t change them  
  • 23. Scene rendering » Slice selection methods Slice plane (viewport depth)  m u frust View Shadow 3 Shadow 2 Shadow 1 Slice Slice 1 Slice 2 Slice 3 without shadow Split plane 1 Split plane 2 Split plane 3 Near plane Far plane View direction
  • 24. Scene rendering » Slice selection methods Slice plane (viewport depth)   Bounding sphere (Killzone 2 [2]) m u frust View Shadow 3 Shadow 3 Shadow 2 Shadow 2 Shadow 1 Shadow 1 Slice Slice 1 Slice 2 Slice 3 without shadow Split plane 1 Split plane 2 Split plane 3 Near plane Far plane View direction
  • 25. Scene rendering » Slice selection methods Slice plane (viewport depth)   Bounding sphere (Killzone 2 [2])  Bounding box (BFBC / Frostbite) m u frust View Shadow 3 Shadow 3 Shadow 3 Shadow 2 Shadow 2 Shadow 2 Shadow 1 Shadow 1 Shadow 1 Slice Slice 1 Slice 2 Slice 3 without shadow Split plane 1 Split plane 2 Split plane 3 Near plane Far plane View direction
  • 29. Shadowmap texture array sampling shader float sampleShadowmapCascadedBox3Pcf2x2( SamplerComparisonState s, Texture2DArray tex, float4 t0, // t0.xyz = [-0.5,+0.5] t0.w == 0 float4 t1, // t1.xyz = [-0.5,+0.5] t1.w == 1 float4 t2) // t2.xyz = [-0.5,+0.5] t2.w == 2 { bool b0 = all(abs(t0.xyz) < 0.5f); bool b1 = all(abs(t1.xyz) < 0.5f); bool b2 = all(abs(t2.xy) < 0.5f); float4 t; t = b2 ? t2 : 0; t = b1 ? t1 : t; t = b0 ? t0 : t; t.xyz += 0.5f; float r = tex.SampleCmpLevelZero(s, t.xyw, t.z).r; r = (t.z < 1) ? r : 1.0; return r; }
  • 30. Conclusions » Stabilization reduces flicker With certain limitations  » Bounding box slice selection maximizes shadowmap utilization Higher effective resolution   Longer effective shadow view distance  Good fit with stabilization » Fewer draw calls by rendering to texture array with instancing Constant CPU rendering cost regardless of  number of shadow casting objecs & slices  At a small GPU cost
  • 31. Decal generation using the Geometry Shader and Stream Out Daniel Johansson
  • 32. What is a Decal?
  • 33. Overview Problem description » Solution » Implementation » Results » Future work » » Q & A for both parts
  • 34. Problem description » Decals were using physics collision meshes Caused major visual artifacts   We need to use the actual visual meshes » Minimize delay between impact and visual feedback Important in fast paced FPS games 
  • 35. Problem description » Already solved on consoles using shared memory (Xbox360) and SPU jobs (PS3) » No good solution existed for PC as of yet Duplicating meshes in CPU memory   Copying to CPU via staging resource
  • 36. Solution » Use the Geometry shader to cull and extract decal geometry From mesh vertex buffers in GPU RAM  » Stream out the decal geometry to a vertex ring buffer » Use clip planes to clip the decals when drawing
  • 37. Solution » Allows us to transfer UV-sets from the source mesh to the decal » Takes less vertex buffer memory than older method Due to use of clipplanes instead of manual  clipping
  • 39. Implementation – Geometry Shader » GS pass ”filters” out intersecting geometry from the input mesh Also performs a number of data  transforms » GS pass parameters Decal transform, spawn time, position in  vertex buffer etc » Let’s take a closer look at the GS code!
  • 40. Geometry Shader – in/output
  • 41. Transform mesh geometry to world space
  • 42. Setup plane equation for the triangle
  • 43. Discard if angle to decal is too big
  • 44. Transform triangle into decal object space
  • 46. Do a sphere/bbox test to discard triangle
  • 47. Code break » __asm { int 3; }
  • 49. Setup clip planes from decal quad edges (cookie cutter)
  • 56. Geometry Shader Performance » Complex GS shader - ~260 instructions Room for optimization  » GS draw calls usually around 0.05- 0.5 ms Depending on hardware of course  » Per frame capping/buffering used to avoid framerate drops
  • 57. Implementation – Buffer usage » One decal vertex buffer used as a ring buffer » One index buffer – dynamically updated each frame » Decal transforms stored on the CPU (for proximity queries)
  • 58. Implementation – Queries » Grouped together with each decal generation draw call » Result is used to ”commit” decals into their decal sets or discard them if no triangles were written
  • 59.
  • 60. Implementation – Queries » Issues Buffer overflows   Syncronization » No way of knowing where in the buffer vertices were written Only have NumPrimitivesWritten and  PrimitiveStorageNeeded
  • 61. Implementation – Queries » Solution: When an overflow is detected the buffer is wrapped around. If any decals are partially written they are  discarded and redispatched.
  • 62.
  • 66. Future Work » Rewrite to make use of DrawAuto() » Experiment more with material masking possibilites » Port to DX11 Compute Shader » Implement GPU-based ray/mesh intersection tests » SLI/Crossfire
  • 67. Questions? Contact: johan.andersson@dice.se daniel.johansson@dice.se igetyourfail.com
  • 68. References » [1] Zhang et al. ”Parallel-Split Shadow Maps on Programmable GPUsquot;. GPU Gems 3. » [2] Valient, Michael. quot;Stable Rendering of Cascaded Shadow Mapsquot;. ShaderX6