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RTSL: a Ray Tracing Shading Language

机译:RTSL:光线跟踪着色语言

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摘要

We present a new domain-specific programming language suitable for extending both interactive and non-interactive ray tracing systems. This language, called 驴ray tracing shading language驴 (RTSL), builds on the GLSL language that is a part of the OpenGL specification and familiar to GPU programmers. This language allows a programmer to implement new cameras, primitives, textures, lights, and materials that can be used in multiple rendering systems. RTSL presents a single-ray interface that is easy to program for novice programmers. Through an advanced compiler, packet-based SIMD-optimized code can be generated that is performance competitive with hand-optimized code. This language and compiler combination allows sophisticated primitives, materials and textures to realize the performance gains possible by SIMD and ray packets without the low-level programming burden. In addition to the packet-based Manta system, the compiler targets two additional rendering systems to exercise this flexibility: the PBRT system and the batch Monte Carlo renderer Galileo.
机译:我们提出一种适用于扩展交互式和非交互式光线跟踪系统的特定于领域的新编程语言。这种语言称为GUI跟踪阴影着色语言(RTSL),它是GLSL语言的基础,而GLSL语言是OpenGL规范的一部分,并且是GPU程序员熟悉的语言。这种语言允许程序员实现可以在多个渲染系统中使用的新相机,图元,纹理,灯光和材质。 RTSL提供了一种单射线界面,对于新手程序员而言,它很容易编程。通过高级编译器,可以生成基于数据包的SIMD优化代码,其性能与手工优化代码相比具有竞争力。这种语言和编译器的组合允许复杂的基元,材质和纹理实现SIMD和射线数据包可能的性能提升,而不会带来低级的编程负担。除了基于数据包的Manta系统之外,编译器还针对两个附加的渲染系统以实现这种灵活性:PBRT系统和批处理Monte Carlo渲染器Galileo。

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