粒子渲染使用几何着色器

Freddy Indra Wiryadi, R. Kosala
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引用次数: 1

摘要

视觉元素在电子游戏中的重要性与日俱增,玩家也需要高质量的图像。为了获得更多目标市场,游戏开发者需要在提供高质量图像效果的同时保持良好的性能。游戏开发者希望使用最有效的方法来渲染游戏图像,特别是粒子系统,这是游戏中最耗费资源的元素之一。几何着色器是一种新的技术,提出提供正确的能力,在渲染粒子系统。本文的目的是通过分析使用CPU和几何着色器渲染粒子系统之间的性能差异和资源消耗,找出几何着色器是否更有效地渲染粒子系统。与CPU渲染粒子系统相比,这些研究实验支持基于gpu的几何着色器方法渲染粒子系统的能力。几何着色器被证明是有效的,并为优化几何生成提供了充分的好处。然而,当颗粒大小增加和屏幕分辨率提高时,几何着色器方法的好处就会减少。
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Particle rendering using geometry shader
The importance of visual elements in video games is increasing, and players demand high quality graphics. To reach more of the target market, game developers need to maintain good performance while still delivering high quality graphical effects. Game developers want to use the most efficient ways to render game graphics, specifically particle systems, one of the most resource intensive elements in a game. Geometry shader is a new technology that was proposed to offer the right capability in rendering particle systems. The aim of this paper is to find out whether geometry shader is more efficient to render particle systems by analyzing the performance differences and resource consumption between rendering particle systems using a CPU and geometry shader. These research experiments support the power of a GPU-based geometry shader approach to render particle systems compared to the CPU rendering of particle systems. Geometry shader is shown to be effective and provides sufficient benefits for optimizing the geometry generations. However, the benefits of the geometry shader approach diminish when the particle size increases and the screen resolution gets higher.
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