Inferred And Deferred
SCENE VI
MJP’s XNA Danger Zone.
Enter Matt “Advanced Stuffs” Pettineo.
Matt. So like I said in my last post, I’ve been doing some research into Inferred Rendering. If you’re not familiar with the technique, Scott Kircher has the original paper and presentation materials hosted on his website.
Write about the Inferred Rendering implementation.
Matt. One thing you’ll notice about my implementation is that I didn’t factor in normals at all in the DSF filter, and instead I stored depth in a 16-bit component and instance ID in the the other 16 bits. This would give you much more than the 256 instances that the original implementation is limited to, at the expense of some artifacts around areas where the normal changes drastically on the same mesh.
Exeunt.
SCENE VII
Twitter.
Enter Nick “No MVP Anymore” Gravelyn.
Nick. I got my Team XNA badge on the Creator's Club website. I feel so special.
Exit for ever.