Table of Contents

Screen Space

Core Concept

Screen Space techniques operate directly in the final image space (the screen), rather than in object or world space.

Instead of computing how light interacts with geometry, they reuse what the camera has already rendered and manipulate it to produce the desired visual result.

→ If it is not visible on the screen, it does not exist.

Mental Model

Three main spaces to think in:

Screen Space sits at the top of the stack:

Origin

Screen Space techniques emerged in real-time rendering (mid 2000s → early 2010s) as a response to performance limitations.

Full physical simulation (ray tracing, global illumination) was too expensive for real-time systems.

Solution:

This led to the rise of:

Core Principle

All Screen Space techniques share the same law:

Use the rendered image as the primary data source
→ operate in screen coordinates
→ trade physical accuracy for performance and control

Strength:

Weakness:

Screen Space Materials

A Screen Space material ignores object-based shading and instead displays content aligned with the camera view.

→ geometry becomes a canvas  
→ the screen becomes the reference

Properties:

Typical usage:

Key Consequence

→ color = texture(screenX, screenY)

The material is evaluated per pixel on screen, not per surface in space.

Screen Space Reflections (SSR)

SSR uses screen space to approximate reflections.

Instead of tracing rays in 3D:

→ sample the already rendered image  
→ reuse visible pixels as reflection data

Limitations:

Relation to Screen Space materials:

Other Screen Space Techniques

Common siblings:

All share:

→ operate on the final image  
→ avoid expensive world simulation

Real-Time Philosophy

Screen Space is part of a larger doctrine:

Reality → Simulation → Approximation → Screen Space → Perception

In real-time systems:

Practical Use (Immersive / Media Servers)

In immersive environments, Screen Space shifts from optimization to precision.

Used for:

Key advantage:

→ What you see = what you output

Limitations

Use when:

→ control > realism

Final Rune

Screen Space techniques do not simulate the world.

They control what the audience perceives, using only what is already visible.

→ Geometry becomes support  
→ The screen becomes truth