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Piko: A Framework for Authoring Programmable Graphics Pipelines

机译:Piko:编写可编程图形管线的框架

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We present Piko, a framework for designing, optimizing, and retargetingrnimplementations of graphics pipelines on multiple architectures.rnPiko programmers express a graphics pipeline by organizingrnthe computation within each stage into spatial bins and specifyingrna scheduling preference for these bins. Our compiler, Pikoc,rncompiles this input into an optimized implementation targeted to arnmassively-parallel GPU or a multicore CPU.rnPiko manages work granularity in a programmable and flexible manner,rnallowing programmers to build load-balanced parallel pipelinernimplementations, to exploit spatial and producer-consumer localityrnin a pipeline implementation, and to explore tradeoffs between thesernconsiderations. We demonstrate that Piko can implement a widernrange of pipelines, including rasterization, Reyes, ray tracing, rasterization/rnray tracing hybrid, and deferred rendering. Piko allows usrnto implement efficient graphics pipelines with relative ease and tornquickly explore design alternatives by modifying the spatial binningrnconfigurations and scheduling preferences for individual stages, allrnwhile delivering real-time performance that is within a factor six ofrnstate-of-the-art rendering systems.
机译:我们介绍了Piko,这是一个用于在多种体系结构上设计,优化和重新定向图形流水线的框架。Piko程序员通过将每个阶段内的计算组织到空间容器中并指定这些容器的调度优先级来表达图形流水线。我们的编译器Pikoc将此输入编译为针对大规模并行GPU或多核CPU的优化实现。rnPiko以可编程和灵活的方式管理工作粒度,从而允许程序员构建负载平衡的并行管道实现,以利用空间和生产者-消费者在管道实施中的位置,并探索在不同的考虑因素之间进行权衡。我们证明Piko可以实现更广泛的管线,包括栅格化,雷耶斯,射线跟踪,栅格化/ rnray跟踪混合以及延迟渲染。 Piko允许我们相对轻松地实施高效的图形管线,并通过修改空间装箱配置和为各个阶段安排首选项来快速探索设计方案,同时提供的实时性能是最先进的渲染系统的六分之一。

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