SIGGRAPH 2020 — High Quality, High Performance Rendering in Filament

SIGGRAPH 2020

SIGGRAPH 2020 — High Quality, High Performance Rendering in Filament

Jan 06, 2021
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This talk describes some of the rendering and performance techniques used in Filament for lighting, tone mapping, general shading, etc. Filament is an Open Source real-time physically based rendering engine for Android, iOS, WebGL, and desktop platforms. The source and binary releases can be found on GitHub at https://github.com/google/filament. This talk was presented at SIGGRAPH 2020 as part of the Moving Mobile Graphics course. You can learn more about the other talks that were part of this cours at https://community.arm.com/developer/tools-software/graphics/b/blog/posts/moving-mobile-graphics. The slides of this presentation are available in various formats: • PDF: https://www.dropbox.com/s/fbsuq6q3wxkb03d/High%20Quality%2C%20High%20Performance%20Graphics%20in%20Filament.pdf?dl=0 • PDF with notes: https://www.dropbox.com/s/89pvx9obhv6m0pk/High%20Quality%2C%20High%20Performance%20Graphics%20in%20Filament%20%28Handout%29.pdf?dl=0 • Keynote: https://www.dropbox.com/s/fcbbto7gyqsteku/High%20Quality%2C%20High%20Performance%20Graphics%20in%20Filament.key?dl=0 00:00 Introduction 01:52 Optimizing for tilers and framegraph 09:16 Optimizing with half floats (fp16) 14:22 Faster BRDFs 17:12 Tone mapping optimizations 19:12 Image-based lighting tricks 25:00 Multi-scattering in materials 27:23 Cloth/fabric rendering 29:04 Multi-bounce ambient occlusion 30:11 Specular anti-aliasing 31:46 Ambient occlusion 33:15 Job system and multi-threading 35:40 Conclusion

00:00 Introduction 01:52 Optimizing for tilers and framegraph 09:16 Optimizing with half floats (fp16) 14:22 Faster BRDFs 17:12 Tone mapping optimizations 19:12 Image-based lighting tricks 25:00 Multi-scattering in materials 27:23 Cloth/fabric rendering 29:04 Multi-bounce ambient occlusion 30:11 Specular anti-aliasing 31:46 Ambient occlusion 33:15 Job system and multi-threading 35:40 Conclusion
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