着色器驱动的渲染资源编译

P. Lalonde, Eric Schenk
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引用次数: 20

摘要

消费者图形硬件的渲染性能得益于将几何数据预处理成针对底层API和硬件的形式。然后在运行时将几何数据的各种元素与着色程序耦合以绘制资产。在本文中,我们描述了一个系统,在这个系统中,预处理是在一个编译过程中完成的,在这个编译过程中,几何数据是用它们的着色程序的知识来处理的。将数据转换为直接针对硬件的结构,并组装一个代码流,该代码流描述呈现这些数据结构所需的操作。我们的编译器的结构就像一个传统的代码编译器,前端读取几何数据和属性(以下简称为艺术资产)输出从3D建模包和着色器在一个平台独立的形式,并执行平台独立的优化,和后端执行平台特定的优化,并生成针对平台的数据结构和代码流。我们的编译器后端针对四个平台,其中三个平台彼此完全不同。在所有平台上,我们编译的资源的渲染性能,在实际情况下使用,远远高于手工编码的资源。
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Shader-driven compilation of rendering assets
Rendering performance of consumer graphics hardware benefits from pre-processing geometric data into a form targeted to the underlying API and hardware. The various elements of geometric data are then coupled with a shading program at runtime to draw the asset.In this paper we describe a system in which pre-processing is done in a compilation process in which the geometric data are processed with knowledge of their shading programs. The data are converted into structures targeted directly to the hardware, and a code stream is assembled that describes the manipulations required to render these data structures. Our compiler is structured like a traditional code compiler, with a front end that reads the geometric data and attributes (hereafter referred to as an art asset) output from a 3D modeling package and shaders in a platform independent form and performs platform-independent optimizations, and a back end that performs platform-specific optimizations and generates platform-targeted data structures and code streams.Our compiler back-end has been targeted to four platforms, three of which are radically different from one another. On all platforms the rendering performance of our compiled assets, used in real situations, is well above that of hand-coded assets.
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Session details: 3D acquisition and image based rendering Session details: Geometry Session details: Soft things Session details: Lighting and appearance Session details: Images and video
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