可伸缩的环境遮挡

M. McGuire, Michael Mara, D. Luebke
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引用次数: 41

摘要

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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Scalable ambient obscurance
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.
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