Ashes of the Singularity developer, Oxide Games, will be discussing their Object Space Lighting technique within DirectX12 (DX12), during the Game Developers Conference (GDC) 2016.
The GDC 2016 will be held in San Fransico from March 14 till March 18, and already the event is delivering. Many interesting sessions are already scheduled, and another interesting programming tutorial is being organized by Oxide Games’ graphic architect, Dan Baker.
During the programming session, the graphic architect will be addressing difficult key rendering issues, including arbitrary material layering, decoupling shading rate from rasterization, and shader anti-aliasing.
The goal of the programming tutorial is how to write a fast and efficient DX12 engine, while taking advantage of the new programming model and hardware capabilities.
While forward and deferred rendering have made huge advancements over the last decade, there are still key rendering issues that are difficult to address. Among them, are arbitrary material layering, decoupling shading rate from rasterization, and shader anti-aliasing. Object space lighting is a technique inspired by film rendering techniques like REYES. By reversing the process and shading as early as possible and not in rasterization space, we can achieve arbitrary material layering, shader anti-aliasing, decoupled shading rates, and many more effects, all in real-time.
Takeaway
How to write a fast and efficient DirectX 12 engine, taking advantage of the new programming model and HW capabilities. Learn about new techniques, enabled by DirectX 12, from NVIDIA, AMD and leading game developers.
The first public beta of Ashes of the Singularity went live some days ago. To learn more about the massive-scale RTS title, check out the official website.