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abstract

Reusing MRTs for mobile GPUs

Published: 02 November 2015 Publication History

Abstract

Recent mobile GPUs support OpenGL ES 3.x for high quality graphics contents. Multiple render targets (MRTs) are one of the new important features of the OpenGL ES 3.x specification. MRTs facilitate rendering multiple render-target textures (called G-buffer) at once, so this feature enables deferred shading; after various geometry data, such as color, normal, reflection, and refraction, are rendered into the G-buffer in the first pass, we can perform screen-space lighting using the G-buffer data in the second pass. Complex lighting with deferred shading is now very common on desktop and console devices.

Reference

[1]
Bjørge, M., Martin, S., Kakarlapudi, S., Fredriksen, J. 2014. Efficient rendering with tile local storage. ACM SIGGRAPH 2014 Talks Article No. 51

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cover image ACM Other conferences
SA '15: SIGGRAPH Asia 2015 Posters
November 2015
45 pages
ISBN:9781450339261
DOI:10.1145/2820926
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Association for Computing Machinery

New York, NY, United States

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Published: 02 November 2015

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SA'15
SA'15: SIGGRAPH Asia 2015
November 2 - 6, 2015
Kobe, Japan

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