Both Unity's "Deferred shading rendering path" and "Legacy Deferred Lighting Rendering Path" work only for opaque surfaces. They both rely on a very similar set of passes:
Render the opaque objects' lighting parameters to a number of render targets. This is referred to as the "G-Buffer pass" or "base pass".
Lighting is then computed in screen-space using ...
I just read notes on moving frostbite to pbr and I found the derivation of the method above. So I will just show the derivation here and quote some of the explanation.
One can notice an extra〈n·l〉in the LD term as well as a different
weighting 1/(∑Ni〈n·l〉). These empirical terms have been introduce by
Karis to allows to improve the reconstructed ...
I found the problem. By zeroing the sampler description I implicitly set LOD bounds to 0. After adding
descSampler.MinLOD = 0;
descSampler.MaxLOD = D3D11_FLOAT32_MAX;
the mipmap works as expected. Thank you for your attention :-)
The issue is that an extra depth pass won't cut it. You may need an arbitrary number of extra depth passes. Just imagine the volume between two sinusoidal surfaces, you would have infinitely many alternating z-intervals of volume/empty space as long as you're looking from a specific direction.
Taking into consideration the updated formulation, here's ...
It works exactly the way you describe. Most 3D games work on keyframe animations, where the human animator sets the important positions (for each joint or whatever is being animated) and the times they should be shown. The times are usually a number of "frames", but these are just intervals of 1/60 s, regardless of what frame rate is actually achieved on the ...