Skip to content

Commit

Permalink
Update readme to add information about ShortCut
Browse files Browse the repository at this point in the history
  • Loading branch information
jstewart-amd committed May 19, 2016
1 parent a24b081 commit 957102a
Showing 1 changed file with 16 additions and 0 deletions.
16 changes: 16 additions & 0 deletions README.md
Original file line number Diff line number Diff line change
Expand Up @@ -15,6 +15,7 @@ Highlights include the following:
* Animation/skinning support
* Maya plugin provided for authoring
* Viewer provided for preview
* PPLL and "ShortCut" OIT methods

### Prerequisites
* AMD Radeon™ GCN-based GPU (HD 7000 series or newer)
Expand All @@ -34,6 +35,21 @@ Start with the TressFX viewer to see example content or to check out the code.

For authoring new content, documentation for the Maya exporter is available in the `amd_tressfx_tools\MayaPlugin\doc` directory.

### ShortCut
ShortCut is our new Order Independent Transparency (OIT) option. It is inspired by the method presented by Eidos-Montréal and Hybrid Transparency. Whereas our original method focused on the front k = 8 layers of hair, ShortCut is good for cases when you can get away with k = 2 or 3, and you’re more concerned about memory usage.

It does require some forethought on how to build your models, however, as it comes with different performance characteristics, and a quality trade-off. But between the simpler memory bounds and the potential for higher performance, we expect it to be a popular choice.

The four main steps are outlined below:

1. Render hair geometry, using a sequence of InterlockedMin calls to update the list of k nearest fragments while computing an overall alpha.
2. Screen space pass that puts the kth nearest depth in the depth buffer for early z culling in the next step.
3. Render hair geometry again. Shade the fragment and write or blend the color (depending on variant). [earlydepthstencil] focuses shading cost on the front k.
4. Screen space pass that does the final blending.

### Learn More
* [TressFX 3.1 blog post on GPUOpen](http://gpuopen.com/tressfx-3-1/)

### Premake
The Visual Studio solutions and projects in this repo were generated with Premake. If you need to regenerate the Visual Studio files, double-click on `gpuopen_tressfx_update_vs_files.bat` in the `premake` directory.

Expand Down

0 comments on commit 957102a

Please sign in to comment.