[osg-users] nVidia HW: Lens Matched Shading, Single Pass Stereo - exposed in OpenGL?

Sebastian Messerschmidt sebastian.messerschmidt at gmx.de
Thu Jun 9 04:24:49 PDT 2016


Hi Christian
> Hi all,
>
> has anybody looked at these new features of nVidia hardware?
>
> Lens Matched Shading and Single Pass Stereo are using new hardware and 
> driver features that allow the GPU to perform single pass 
> transform+shading of up to 16 independent view matrices.
Isn't the change-set of single pass stereo 
(https://www.opengl.org/registry/specs/NV/stereo_view_rendering.txt) 
shader only?
So basically we need the NV_viewport_array2 support on the osg-side to 
implement it.
Btw.: How is the relationship between viewports and bound FBOs for 
instance? Suppose I need to render to different MRTs for each viewport? 
Can anyone point to a good example here?

>
> This could accelerate OSG's stereo rendering, provided that the 
> features are exposed thorugh documented OpenGL extensions.
>
> Also rendering of cubemaps for reflections and shadows could be 
> greatly accelerated (six views in one pass).
That would require some deeper changes in the culling/camera-setup I 
suppose, as multiple frusta have to be taken into account per 
draw-invocation.
>
> Christian
Cheers
Sebstian



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