Graphics Reference
In-Depth Information
Figure 3.11. Wire frame view of the bokeh sprite draw calls.
3.6 Future Development
Optimize SPU code by distributing the instructions evenly between the odd
and even SPU pipelines.
Since the SPU computes the luminance for each pixel we could have the total
luminance of the color buffer without involving the RSX (downsampling and
reading the final target on PPU). This could save the downsampling step
on the RSX if you have some sort of Eye Adaptation post-process in your
pipeline.
Try to remove or push the vertex maximum number.
Maybe spawn one SPU job working on the whole color buffer and sort the
bokeh sprites to use only the brightest ones.
Work with a bigger kernel size to generate fewer bokeh sprites.
SPU's could write the bokeh sprite directly in the framebuffer. Instead of
writing the vertex buffer, SPU's calculate for each sprite the 2D transfers
representing lines contained in the Bokeh sprites. The RSX would use this
buffer in additive blend mode to add it on top of the framebuffer.
Bibliography
[Pettineo 11] Matt Pettineo. “How to Fake Bokeh (And Make It Look Pretty
Good).” http://mynameismjp.wordpress.com/2011/02/28/bokeh/, February
28, 2011.
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