I'm trying to approach the method of Dual Paraboloid Mapping, the method itself is integrated, now I'm thinking of optimizations, like can it be integrated in one render pass. Recently I have been informed that you can use multiple camera views in one pass with using the geometry shader, and then exporting to different render targets, whether this would be a performance improvement, I can't tell as I have never done it.
Question 1. How can the geometry shader be used to export multiple SV_Positions according to the render targets?
When reading a theoretical and practical paper on Dual Paraboloid Mapping by Jazon Zink, he explained the artifacts that can appear, which I receive myself.
Question 2. Is there a way to fake away these artifacts, or a proper method to?
Thank You, as always.