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Figure 13.10. The results of sampling a paraboloid map. Model courtesy of Radioactive Software LLC
www.radioactive-software.com . Created by Tomas Drinovsky, Danny Green.
The sampled paraboloid map value is then passed to the output merger to be written
to the final render target. An example rendering using this lookup technique is shown in
Figure 13.10.
13.2.4 Sampling and Rendering Paraboloid Maps
In our testing scenario, we are interested in gaining an understanding of how multithreaded
draw submission performs when we are rendering several rendering passes over a single
frame. In this case, we would be interested in having multiple reflective objects in the
same scene. Unless we restricted ourselves to situations where these reflective objects were
occluded from one another, we would need to be able to handle rendering one reflective
object's representation into another's paraboloid maps. In fact, as we allow more and more
reflective objects to be added to the scene, there may be many reflective objects rendered in
a particular set of paraboloid maps. Thus, we must prepare a rendering pipeline configura-
tion that can be used for this situation.
We will use a combination of the two methods that have been described above Since
each reflective object will have its own set of paraboloid maps, the process of applying
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