1.1.4 | 延遲渲染

目錄索引

本系列與知乎同名翻譯同步更新,原文鏈接:https://zhuanlan.zhihu.com/p/646355008
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原文對(duì)照
This rendering path ensures that there is only one lighting pass computing each light source in our scene, and only in those pixels that are affected by them, all this through the separation of the geometry and lighting. This figures as an advantage since we could generate a significant amount of light that influences different objects, thereby improving the fidelity of the final render but nominally increasing the per-pixel calculation on the GPU.
While Deferred Shading is superior to Forward when it comes to multi-light source computing, it brings with it some hardware compatibility restrictions and issues.

譯文
延遲渲染確保了場(chǎng)景中只有一個(gè)用于計(jì)算每個(gè)光源的pass,而且只計(jì)算受光源影響的部分像素,這些計(jì)算都是通過(guò)分離幾何體和光源實(shí)現(xiàn)的。延遲渲染的優(yōu)點(diǎn)在于我們可以在場(chǎng)景中設(shè)置大量影響不同模型的光線、提升最終的渲染效果,但僅增加了 GPU 上每個(gè)像素的計(jì)算量。
雖然在多光源計(jì)算方面延遲渲染優(yōu)于前向渲染,但它也存在一些硬件兼容性方面的限制和問(wèn)題。