Knowledge (XXG)

Multiple Render Targets

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109: 71:, performs lighting calculations on an entire 3D scene at once instead of on each individual object. To do this in real-time, MRT is used to store the required information for the lighting calculations in multiple render targets, which are then used after the entire scene has been drawn to calculate the lit final image. Typically one render target holds color and surface information of objects, while another contains the 55:
9, MRT can be invaluable to real-time 3D applications such as video games. Before the advent of MRT, a programmer would have to issue a command to the GPU to draw the 3D scene once for each render target texture, resulting in redundant vertex transformations which, in a real-time program expected to
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and depth information of the scene which are used to calculate the reflection of light. Additional render targets can be used to store information such as the
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that returns an output value for each render target. This pixel shader then renders to all render targets with a single draw command.
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run as fast as possible, can be quite time-consuming. With MRT, a programmer creates a
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at once. These textures can then be used as inputs to other
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process that relies heavily on MRT to perform in real-time
124: 144: 8: 16:Feature of modern graphics processing units 151: 137: 7: 105: 103: 31:(GPUs) that allows the programmable 123:. You can help Knowledge (XXG) by 67:, a shading process which, unlike 14: 27:, or MRT, is a feature of modern 107: 43:or as texture maps applied to 1: 35:to render images to multiple 191: 102: 29:graphics processing units 175:Computer graphics stubs 63:A common use of MRT is 25:Multiple Render Targets 119:–related article is a 37:render target textures 21:3D computer graphics 79:of the surface and 33:rendering pipeline 132: 131: 117:computer graphics 81:ambient occlusion 47:. Introduced by 182: 153: 146: 139: 111: 104: 93:Deferred Shading 65:deferred shading 19:In the field of 190: 189: 185: 184: 183: 181: 180: 179: 160: 159: 158: 157: 89: 73:surface normals 69:forward shading 17: 12: 11: 5: 188: 186: 178: 177: 172: 162: 161: 156: 155: 148: 141: 133: 130: 129: 112: 101: 100: 88: 85: 15: 13: 10: 9: 6: 4: 3: 2: 187: 176: 173: 171: 168: 167: 165: 154: 149: 147: 142: 140: 135: 134: 128: 126: 122: 118: 113: 110: 106: 98: 94: 91: 90: 86: 84: 82: 78: 74: 70: 66: 61: 59: 54: 50: 46: 42: 38: 34: 30: 26: 22: 170:3D rendering 125:expanding it 114: 62: 58:pixel shader 24: 18: 77:specularity 164:Categories 45:3D models 87:See also 53:Direct3D 51:2.0 and 97:shading 41:shaders 83:data. 49:OpenGL 115:This 121:stub 95:, a 166:: 23:, 152:e 145:t 138:v 127:.

Index

3D computer graphics
graphics processing units
rendering pipeline
render target textures
shaders
3D models
OpenGL
Direct3D
pixel shader
deferred shading
forward shading
surface normals
specularity
ambient occlusion
Deferred Shading
shading
Stub icon
computer graphics
stub
expanding it
v
t
e
Categories
3D rendering
Computer graphics stubs

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