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Efficient GPU Path Rendering Using Scanline Rasterization

机译:使用扫描线栅格化的高效GPU路径渲染

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We introduce a novel GPU path rendering method based on scanlinernrasterization, which is highly work-efficient but traditionallyrnconsidered as GPU hostile. Our method is parallelized over boundaryrnfragments, i.e., pixels directly intersecting the path boundary.rnNon-boundary pixels are processed in bulk as horizontal spans likernin CPU scanline rasterizers, which saves a significant amount ofrnwinding number computation workload. The distinction also allowsrnthe majority of our algorithmic steps to focus on boundaryrnfragments only, which leads to highly balanced workload amongrnthe GPU threads. In addition, we develop a ray shooting patternrnthat minimizes the global data dependency when computing windingrnnumbers at anti-aliasing samples. This allows us to shift the majorityrnof winding-number-related workload to the same kernel thatrnconsumes its result, which saves a significant amount of GPU memoryrnbandwidth. Experiments show that our method gives a consistentrn2:5× speedup over state-of-the-art alternatives for high-qualityrnrendering at Ultra HD resolution, which can increase to more thanrn30× in extreme cases. We can also get a consistent 10u0002 speeduprnon animated input.
机译:我们介绍了一种基于扫描线栅格化的新颖GPU路径渲染方法,该方法具有很高的工作效率,但传统上被认为是对GPU有害的。我们的方法是在边界片段(即直接与路径边界相交的像素)之间并行化的。非边界像素像CPU扫描线光栅化程序那样作为水平跨度进行批量处理,从而节省了大量的绕线数计算工作量。这种区别还使我们的大多数算法步骤仅关注边界片段,这导致GPU线程之间的工作负载高度平衡。另外,我们开发了一种射线射击图案,可以在计算抗锯齿样本的绕组数时最大程度地减少全局数据依赖性。这使我们能够将与多数绕组数相关的工作负载转移到使用其结果的同一内核中,从而节省了大量的GPU内存带宽。实验表明,相对于最新替代技术,该方法在Ultra HD分辨率下提供了rn2:5x一致的加速,从而可以进行高质量的渲染,在极端情况下可以提高到30倍以上。我们还可以获得一致的10u0002 speeduprnon动画输入。

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