Multiple Render Targets

Multiple Render Targets

In the field of 3D computer graphics, Multiple Render Targets, or MRT, is a feature of modern graphics processing units (GPUs) that allows the programmable rendering pipeline to render images to multiple render target textures at once. These textures can then be used as inputs to other shaders or as texture maps applied to 3D models. Introduced by OpenGL 2.0 and Direct3D 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 run as fast as possible, can be quite time-consuming. With MRT, a programmer creates a pixel shader that returns an output value for each render target. This pixel shader then renders to all render targets with a single draw command.

A common use of MRT is deferred shading, a shading process which, unlike forward shading, 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 surface normals 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 specularity of the surface and ambient occlusion data.

See also



Wikimedia Foundation. 2010.

Игры ⚽ Нужно решить контрольную?

Look at other dictionaries:

  • Multiple independently targetable reentry vehicle — For the band, see M.I.R.V.. The MIRV U.S. Peacekeeper missile, with the re entry vehicles highlighted in red …   Wikipedia

  • OpenGL — Original author(s) Silicon Graphics Developer(s) Khronos Group Stable release 4.2 …   Wikipedia

  • Deferred shading — Diffuse Color G Buffer Z Buffer …   Wikipedia

  • Deferred Shading — In der Computergraphik beschreibt Deferred Shading (engl. verzögerte oder aufgeschobene Schattierung) eine Methode, um in dreidimensionalen Szenen die Geometrieverarbeitung, also die Darstellung der physischen Form der Objekte, von der… …   Deutsch Wikipedia

  • Direct3D — is part of Microsoft s DirectX API. Direct3D is only available for Microsoft s various Windows operating systems (Windows 95 and above) and is the base for the graphics API on the Xbox and Xbox 360 console systems. Direct3D is used to render… …   Wikipedia

  • Microsoft Direct3D — Direct3D is part of Microsoft s DirectX application programming interface (API). Direct3D is available for Microsoft Windows operating systems (Windows 95 and above), and for other platforms through the open source software Wine. It is the base… …   Wikipedia

  • Visualization Library — infobox software name = Visualization Library genre = 3D graphics latest release version = Alpha 1 operating system = Cross platform license = GNU GPL 3 website = http://www.visualizationlibrary.com [http://www.visualizationlibrary.com… …   Wikipedia

  • OpenGL — Desarrollador Khronos Group www.opengl.org Información general Diseñador Silicon Graphics …   Wikipedia Español

  • OpenGL — Entwickler Khronos Group Aktuelle Version 4.2 (8. August 2011) Betriebssystem …   Deutsch Wikipedia

  • OpenGL Shading Language — Эту статью следует викифицировать. Пожалуйста, оформите её согласно правилам оформления статей …   Википедия

Share the article and excerpts

Direct link
Do a right-click on the link above
and select “Copy Link”