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Implicit and Dynamic Trees for High Performance Rendering

机译:用于高性能渲染的隐式和动态树

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Recent advances in GPU architecture and programmability have en abled the computation of ray casted or ray traced images at inter active frame rates. However, the rapid performance gains of the hardware cannot by themselves address the challenge posed by the steady growth in the geometric and temporal complexity of com puter graphics datasets. In this paper we present a novel versatile tree data structure that can accommodate both sparse and dense data sets and is more memory efficient than state-of-the-art representa tions. A key feature of our data structure for rendering applications is that it fully supports efficient, parallel building. As a result, our implicit tree representation significantly outperforms existing tech niques in the rendering of time-varying scenes. We show how this data structure can be extended to encode other classic representa tions such as BSP-trees and we discuss the high-performance im plementation of our general approach on the GPU.
机译:GPU体系结构和可编程性方面的最新进展使得能够以交互帧速率计算射线投射或射线跟踪图像。但是,硬件的快速性能提升本身无法解决计算机图形数据集的几何和时间复杂性不断增长所带来的挑战。在本文中,我们提出了一种新颖的通用树型数据结构,该结构既可以容纳稀疏数据集,又可以容纳密集数据集,并且比最新的表示形式具有更高的存储效率。我们用于渲染应用程序的数据结构的关键特征是它完全支持高效的并行构建。结果,在时变场景的渲染中,我们的隐式树表示显着优于现有技术。我们展示了如何扩展此数据结构以编码其他经典表示形式(例如BSP树),并讨论了我们在GPU上通用方法的高性能实现。

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