Hi Christian
Hi all,

has anybody looked at these new features of nVidia hardware?

Lens Matched Shading and Single Pass Stereo are using new hardware and driver features that allow the GPU to perform single pass transform+shading of up to 16 independent view matrices.
Isn't the change-set of single pass stereo (https://www.opengl.org/registry/specs/NV/stereo_view_rendering.txt) shader only? So basically we need the NV_viewport_array2 support on the osg-side to implement it. Btw.: How is the relationship between viewports and bound FBOs for instance? Suppose I need to render to different MRTs for each viewport? Can anyone point to a good example here?


This could accelerate OSG's stereo rendering, provided that the features are exposed thorugh documented OpenGL extensions.

Also rendering of cubemaps for reflections and shadows could be greatly accelerated (six views in one pass).
That would require some deeper changes in the culling/camera-setup I suppose, as multiple frusta have to be taken into account per draw-invocation.

Christian
Cheers
Sebstian
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