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Design and novel uses of higher-dimensional rasterization 高维栅格化的设计和新用途
Pub Date : 2012-06-25 DOI: 10.2312/EGGH/HPG12/001-011
J. Nilsson, Petrik Clarberg, Björn A. Johnsson, Jacob Munkberg, J. Hasselgren, Róbert Tóth, Marco Salvi, T. Akenine-Möller
This paper assumes the availability of a very fast higher-dimensional rasterizer in future graphics processors. Working in up to five dimensions, i.e., adding time and lens parameters, it is well-known that this can be used to render scenes with both motion blur and depth of field. Our hypothesis is that such a rasterizer can also be used as a flexible tool for other, less conventional, usage areas, similar to how the two-dimensional rasterizer in contemporary graphics processors has been used for widely different purposes other than the original intent. We show six such examples, namely, continuous collision detection, caustics rendering, higher-dimensional sampling, glossy reflections and refractions, motion blurred soft shadows, and finally multi-view rendering. The insights gained from these examples are used to put together a coherent model for what a future graphics pipeline that supports these and other use cases should look like. Our work intends to provide inspiration and motivation for hardware and API design, as well as continued research in higher-dimensional rasterization and its uses.
本文假设在未来的图形处理器中可以使用非常快速的高维光栅化器。工作在多达五个维度,即,添加时间和镜头参数,众所周知,这可以用来渲染场景与运动模糊和景深。我们的假设是,这样的光栅化器也可以作为一种灵活的工具,用于其他不太传统的使用领域,类似于当代图形处理器中的二维光栅化器如何被用于广泛不同的目的,而不是最初的意图。我们展示了六个这样的例子,即连续碰撞检测,焦散渲染,高维采样,光滑反射和折射,运动模糊软阴影,以及最后的多视图渲染。从这些示例中获得的见解用于将支持这些用例和其他用例的未来图形管道组合成一致的模型。我们的工作旨在为硬件和API设计以及高维光栅化及其应用的持续研究提供灵感和动力。
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引用次数: 6
SRDH: specializing BVH construction and traversal order using representative shadow ray sets SRDH:专门的BVH结构和遍历顺序使用代表性的阴影射线集
Pub Date : 2012-06-25 DOI: 10.2312/EGGH/HPG12/049-055
Nicolas Feltman, Minjae Lee, K. Fatahalian
We derive the Shadow Ray Distribution Heuristic (SRDH), an accurate cost estimator for shadow ray traversal through a bounding volume hierarchy (BVH). The SRDH leverages up-front knowledge of the distribution and intersection results of previously traced shadow rays to construct a shadow-ray-specialized BVH and choose an associated traversal order policy which together promote early termination by quickly finding occlusions. In scenes containing large amounts of occlusion, SRDH reduces the number of BVH node traversal steps needed for shadow computations between 22% and 56% compared to average-case traversal through SAH-constructed trees. Evaluating the SRDH using a sparse shadow ray set recorded from a 16 x16 pixel rendering of the scene consistently produces BVHs whose traversal cost is within 6% of those built when all shadow rays are available to the metric at the time of construction. The benefits of the SRDH come at the cost of storing an additional BVH in memory and a 2.4x increase (on average) in BVH construction time.
我们推导了阴影射线分布启发式算法(SRDH),它是阴影射线通过边界体层次(BVH)遍历的精确成本估计器。SRDH利用先前跟踪阴影光线的分布和相交结果的预先知识来构建一个专门针对阴影光线的BVH,并选择一个相关的遍历顺序策略,通过快速发现遮挡来共同促进早期终止。在包含大量遮挡的场景中,与通过sah构建的树的平均情况遍历相比,SRDH减少了阴影计算所需的BVH节点遍历步骤的22%至56%。使用从场景的16 × 16像素渲染中记录的稀疏阴影光线集来评估SRDH,一致地产生bvh,其遍历成本在构建时所有阴影光线可用时的构建成本的6%以内。SRDH的好处是在内存中存储额外的BVH和BVH构建时间(平均)增加2.4倍。
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引用次数: 14
Clustered deferred and forward shading 集群延迟和向前阴影
Pub Date : 2012-06-25 DOI: 10.2312/EGGH/HPG12/087-096
Ola Olsson, M. Billeter, Ulf Assarsson
This paper presents and investigates Clustered Shading for deferred and forward rendering. In Clustered Shading, view samples with similar properties (e.g. 3D-position and/or normal) are grouped into clusters. This is comparable to tiled shading, where view samples are grouped into tiles based on 2D-position only. We show that Clustered Shading creates a better mapping of light sources to view samples than tiled shading, resulting in a significant reduction of lighting computations during shading. Additionally, Clustered Shading enables using normal information to perform per-cluster back-face culling of lights, again reducing the number of lighting computations. We also show that Clustered Shading not only outperforms tiled shading in many scenes, but also exhibits better worst case behaviour under tricky conditions (e.g. when looking at high-frequency geometry with large discontinuities in depth). Additionally, Clustered Shading enables real-time scenes with two to three orders of magnitudes more lights than previously feasible (up to around one million light sources).
本文提出并研究了延迟渲染和前向渲染的聚类阴影。在聚类着色中,具有相似属性(例如3d位置和/或正常)的视图样本被分组到聚类中。这与平铺阴影相当,其中视图样本仅基于2d位置分组到平铺阴影中。我们表明,集群阴影创建了一个更好的光源映射,以查看样本比平铺阴影,导致在阴影期间照明计算显著减少。此外,集群阴影允许使用正常信息来执行每个集群的背面灯光剔除,再次减少照明计算的数量。我们还表明,聚类着色不仅在许多场景中优于平铺着色,而且在棘手的条件下也表现出更好的最差情况行为(例如,当观察具有深度大不连续的高频几何形状时)。此外,集群阴影使实时场景具有比以前可行的多两到三个数量级的光(多达100万个光源)。
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引用次数: 57
Scalable ambient obscurance 可伸缩的环境遮挡
Pub Date : 2012-06-25 DOI: 10.2312/EGGH/HPG12/097-103
M. McGuire, Michael Mara, D. Luebke
This paper presents a set of architecture-aware performance and integration improvements for a recent screenspace ambient obscurance algorithm. These improvements collectively produce a 7 x performance increase at 2560 x1600, generalize the algorithm to both forward and deferred renderers, and eliminate the radius- and scene-dependence of the previous algorithm to provide a hard real-time guarantee of fixed execution time. The optimizations build on three strategies: pre-filter the depth buffer to maximize memory hierarchy efficiency; reduce total bandwidth by carefully reconstructing positions and normals at high precision from a depth buffer; and exploit low-level intra- and inter-thread techniques for parallel, floating-point architectures.
本文介绍了一种最新的屏幕空间环境模糊算法的一组架构感知性能和集成改进。这些改进共同产生了7倍的性能提高在2560 × 1600,将算法推广到前向和延迟渲染器,并消除了以前的算法的半径和场景依赖,以提供固定执行时间的硬实时保证。优化建立在三个策略上:预过滤深度缓冲区以最大化内存层次效率;通过从深度缓冲区高精度地仔细重建位置和法线来减少总带宽;并为并行浮点架构开发低级的线程内和线程间技术。
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引用次数: 41
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EGGH-HPG'12
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